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ALIEN RPG Evolved Edition Combat, Critical Injuries, and Survival Guide
alien rpg

ALIEN RPG Evolved Edition Combat, Critical Injuries, and Survival Guide

23 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

  1. Guides
  2. >Alien RPG
  3. >Combat Survival

The short answer

ALIEN RPG Evolved Edition combat runs in rounds of 5 to 10 seconds. Everyone draws an initiative card from 1 to 10 each round, and on your turn you take one full action and one quick action, or two quick actions. A hit deals the weapon's base damage plus 1 per extra success, minus armor. At zero Health you are broken, roll D66 for a critical injury, and need first aid, a rally, or a stretch of time to get back up.

Introduction

Combat in ALIEN RPG Evolved Edition is a short, deadly sequence of positioning and tradeoffs. Zones decide who can reach, see, shoot, or block whom. Initiative cards are redrawn each round, every turn spends a full and a quick action or two quick actions, and cover, armor, ammunition, and stress matter as much as the weapon. When damage drops a character to zero Health, they are broken, roll a critical injury, and the fight turns into a rescue.

On this page

  • Introduction
  • Hot Take
  • Combat Is a Situation, Not Just an Attack Roll
  • Combat Rules Explained
  • Zones and Range Create Choices
  • Initiative Changes Every Round
  • Spend Actions With a Plan
  • Attacking, Defending, and Dodging
  • Cover, Armor, Ammunition, and Collateral Damage
  • Stress and Panic Mid-Fight
  • Ending a Fight Without Winning It
  • Critical Injuries and Survival
  • Zero Health Means Broken
  • Roll the Injury, Then Read the Situation
  • Getting a Broken Character Back Up
  • Lethal Injuries and Death Rolls
  • Stabilization Is Not a Cure
  • Recovery, Healing, and Surgery
  • Make the Survival Scene Matter
  • A Crew Survival Checklist
  • Where To Go From Here
  • Source Scope

The core book says fights rarely last more than 3 to 5 rounds. Winning one does not mean killing every opponent. Escaping, sealing a route, getting a casualty out, buying time for a repair, or talking someone down can all count as a win.

This guide covers the combat rules first, then broken characters, critical injuries, death rolls, and healing. Panic hits hardest mid-fight, and the stress and panic guide covers those rules in full. For the rest of the library, visit the ALIEN RPG Evolved Edition root guide.

ALIEN RPG combat and critical injuries

Hot Take

The best combat plan in ALIEN RPG usually changes the situation before the first attack roll. Close the hatch. Get to cover. Pull someone out of the corridor. Use the terminal. Make the threat choose between chasing the crew and losing what it wants.

And when you do fight, keep a quick action in reserve. Spending both quick actions to sprint across the room looks bold until a Xenomorph with two initiative cards attacks and you have no defend left. A fair fight is not the same as a survivable one. The rules can be perfectly clear while the situation stays terrible: the creature gets more turns, the corridor has no cover, and a missed shot can open the hull.

Combat Is a Situation, Not Just an Attack Roll

Combat starts when stealth mode ends: one side spots the other, an ambush lands, or a hidden character is found. Draw initiative even if the other side is not obviously hostile. Whoever acts first may have to decide whether to shoot, talk, run, take cover, or hold a door. Before the first card is drawn, make sure everyone shares the picture.

Ask before initiativeWhy it matters
Where is everyone?Zones set movement, range, line of sight, and cover.
What is the actual objective?Rescue, escape, containment, a repair, or a warning may matter more than defeating an enemy.
Where are cover and the exits?The answer decides whether a rescue or retreat is possible.
What gets worse if weapons are used?Noise, missed shots, ammo, friendly fire, and damage to a barrier can reshape the scene.
Who is unaware, trapped, broken, or exposed?Surprise and immediate danger should be clear before anyone acts.
What can change the environment?A door, terminal, vehicle, alarm, machinery, or airlock may beat damage as an answer.

The Game Mother does not need a detailed tactical map for every argument. When a fight starts, though, the group needs a picture detailed enough for movement and cover to matter.

Combat Rules Explained

Zones and Range Create Choices

A zone is usually a room, a corridor section, or an area of ground, from a few steps to about 25 meters across. Each zone is either cluttered, with things to hide behind, or open, like most corridors and crawlspaces. You can only hide or take cover in a cluttered zone, with one exception: a door or hatch gives cover against enemies in the next zone.

Range comes in five bands: Adjacent (in your face), Short (same zone), Medium (adjacent zone), Long (up to four zones away), and Extreme (farther). Everyone in the same zone has line of sight to each other unless they are hiding or in full cover. In an air shaft, even friendly characters block line of sight and cannot move past each other.

PositionWhat it makes possibleWhat it makes dangerous
Adjacent to a threatClose combat, grappling, blocking movement, or dragging someoneYou can be attacked directly and may have little room to maneuver.
Short range in the same zoneRanged attacks, coordination, movement to cover, or access to equipmentA miss at a target next to a crewmate can hit the crewmate.
In an adjacent zoneEscape, a new angle, a closed door, or help from another areaYou may lose line of sight or leave someone behind.
In a crawlspaceA chokepoint and a single path for pursuitNobody can pass anybody, and there is no cover.

A character who is not broken can block others from moving past. Getting through takes either taking them out or a special close combat attack. Zones are not grid squares. Use them to answer what the fiction needs: can the crew reach the hatch, is the target close enough to grab, is there a bulkhead between the gunfire and the reactor?

Initiative Changes Every Round

Each round, every combatant draws a card numbered 1 to 10, and the lowest card acts first. The order changes every round, so timing never settles. A Xenomorph draws one card per point of Speed, which is how a single creature ends up with two or three turns.

A surprise attack gives the attacker the #1 card in the first round. An ambush against an unaware target does the same, adds +2 dice to the opening attack, and denies the target any defend or dodge.

On your turn you can hold off: swap cards with any combatant whose turn comes later. They cannot refuse and must act immediately. Anything that happens "on your turn," such as a death roll, moves with the card.

If you hold off to...You might gain...You might risk...
Let a partner act firstA repaired door, medical aid, a better target, or a coordinated escapeThe enemy uses the opening first.
Wait for a threat to moveMore information about its intent or positionLosing the safest moment to run.
Give someone your earlier placeA rescue or critical action before things get worseYour own action comes later, possibly after harm.

For groups that find the redraw distracting, the book allows drawing initiative only in the first round. Keep holding off either way, so timing stays a decision. The Game Mother can also draw one card for a whole group of NPCs.

Spend Actions With a Plan

Each round you get one full action and one quick action, or two quick actions. Taking two quick actions gives up the full action. Actions reset each round and cannot be saved for the next one.

  • Full actions need your full focus and usually a roll: attacking, jumping or climbing, taking full cover, using a terminal or machinery, giving first aid, clearing a jammed weapon, persuading someone, giving orders, or driving.
  • Quick actions include moving to an adjacent zone, moving between Short and Adjacent range, peeking through a door, locking a door, taking partial cover, defending, aiming, dodging, reloading, picking up an item, and rallying a broken character.

Giving orders is worth a look: a successful COMMAND roll gives the listener +1 die per success on one roll later that round, as long as the roll carries out the order.

Action choiceWhat it can buyWhat it can cost
Move and take partial coverStaying in the fight without full exposureThe chance to attack this round.
Aim, then fire+2 dice on a shot that mattersEverything else you could have done this round.
Save a quick actionA defend or dodge later in the roundLess movement or preparation now.
Give an order or use a terminalA changed situation instead of damageYour own attack.
Move twiceDistance, escape, or a rescue routeYour full action and any interrupt.
Give first aid or rally someoneA person back in the sceneYour own attack.
Fire full autoUp to three attack rollsStress and ammo.

Say what your character is doing before you roll. That makes it easy to see whether the crew is taking cover, holding a line, escaping, or just reacting.

Moving through an unlocked door costs nothing. A locked metal door typically has armor level 2 and takes 10 damage to break, attacked in close combat with +2 dice, or it can be opened with a COMTECH roll if it is electronic. You can drag a broken or immobilized person at Adjacent range when you move, but a failed STAMINA roll leaves you both in the zone.

Attacking, Defending, and Dodging

Close combat is any attack at Adjacent range, including one made with a firearm, and uses CLOSE COMBAT. Ranged combat uses RANGED COMBAT, needs line of sight and a ranged weapon, and works at Short range or farther. Both are full actions. A hit deals the weapon's base damage plus 1 for each success beyond the first. Unarmed attacks have base damage 1.

Attack typeDefensive responseWhat it costs
Close combatDefend with CLOSE COMBAT, declared before the attacker rollsA quick action, used as an interrupt.
Ranged combatDodge with MOBILITY, declared before the attacker rolls, only if you are aware of the attackerA quick action, used as an interrupt.

Each success on the defending or dodging roll cancels one of the attacker's successes. With no actions left in the round, you cannot defend or dodge, which is why saving a quick action matters so much. Restrained or unaware targets cannot defend, and the attacker gets +2 dice. On the other hand, spending both quick actions on movement or cover is correct when the goal is escape.

Useful ranged modifiers: aiming gives +2 dice but must come immediately before the shot, firing below a weapon's minimum range costs -2 dice per band (except against unaware or restrained targets), a large target gives +2, and a small target such as a terminal screen or a Chestburster gives -2.

Special close combat attacks do something other than damage, and you declare them before rolling, without weapon bonus dice:

  • Disarm: take an item, keep it or throw it into an adjacent zone.
  • Pass: get past someone blocking you.
  • Shove: push the target to Short range, including through a door.
  • Grapple: pin the target so the only thing they can do is try to break free with an opposed roll, while you can only make grapple attacks, which cannot be defended.

These options are often the best answer when the crew needs an item, an exit, or a live person rather than a body.

Cover, Armor, Ammunition, and Collateral Damage

The rules make the environment part of every shot.

ElementRulePractical lesson
Partial coverQuick action. Ranged attacks against you get -2 dice, and you can still see, shoot, and dodge.Good for a fight you cannot avoid.
Full coverFull action. Breaks line of sight. Ranged attacks get -3 dice and must get through the barrier. You cannot dodge.Good for survival, but it limits your options.
ArmorDamage from an external attack drops by the armor level. Armor-piercing attacks count armor as 1 lower, and a weak spot shot at -2 dice lowers it by another 1. You wear one suit at a time.Armor buys time. It does not make anyone invulnerable.
BarriersFurniture and bulkheads have their own armor levels, and a hit on one loses that much damage. If the barrier's armor is higher than the weapon's base damage, the shot cannot get through at all.Know what you are hiding behind.
AmmunitionAfter each attack, make a supply roll: roll stress dice equal to the weapon's ammo rating, and each 1 lowers it. At zero, reload (usually a quick action). An extra success can be spent to skip the supply roll.Plan for the fight after this one.
Friendly fireA miss at a target Adjacent to another character rolls two base dice against the bystander.Do not shoot past the crew without accepting the risk.
Collateral damageNext to an outer bulkhead or a reactor, the GM rolls a stress die for every miss that could breach the barrier. A 1 breaches it.On a ship or in a pressure dome, the room itself can be the deadliest target.

Full auto lets you keep attacking after an unpushed hit, up to three attack rolls in one action. Each roll after the first adds 1 stress, each needs its own ammo supply roll, and the aiming bonus applies only to the first. It is an escalation, not a default damage button, and the second and third bursts are also on the list of things that raise stress.

A hull breach vents one zone per stretch and forces SURVIVAL rolls just to act. Vacuum adds 1 stress per round and can drop a character straight to broken without a critical injury roll, followed by a death roll each round until they escape it.

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Stress and Panic Mid-Fight

Every attack, defend, and dodge is a skill roll, so stress dice ride along. Pushing a defend roll can save a life and can also trigger a stress response, like Frantic's -2 dice on Strength rolls, that follows the character for the rest of the fight. The stress response table lists every result.

Combat is also where most Panic triggers happen: seeing a Xenomorph for the first time, one closing to Adjacent range, or seeing a crewmate become broken. Several panic results are written for combat. Hesitant takes the #10 initiative card every round, Freeze, Seek Cover, and Scream each cost your next turn and your interrupts, Flee moves you out of turn and keeps you moving, and Frenzy makes you attack the nearest person or creature, friend or foe.

Two tactical consequences follow. First, a panicking PC may have no quick action to defend with, so the crew should shield them. Second, stopping ongoing panic with a COMMAND roll takes a full action in combat, which competes with attacking or giving first aid. The Game Mother should make that tradeoff explicit.

Ending a Fight Without Winning It

You can leave a fight by moving out of your opponents' sight. If it is not obvious where you went, they must roll OBSERVATION, and if they fail, combat ends and stealth mode resumes, unless other PCs are still fighting. A locked hatch, a shove, a distraction, a repair, or a good exit plan can do more than another attack.

Ask these questions before turning a tense encounter into a fight:

  1. What does the crew gain if it wins this exchange?
  2. What happens if the crew is delayed, loud, injured, or out of ammo afterward?
  3. Can someone create cover, a route, a distraction, or a negotiation instead?
  4. Is the objective to defeat the threat, contain it, learn something, rescue someone, or escape?
  5. Who will be exposed if the plan goes wrong?

Critical Injuries and Survival

Starting Health equals Strength plus Agility divided by two, rounded up, and the Hardened talent raises it. While a character still has Health, damage represents bruises, fatigue, and smaller cuts. Losing the last point changes the mission at once.

Immediate crew problemPossible response
The injured character is exposedTake cover, block the route, drag them, or create a distraction.
The character is broken but the injury is not lethalUse first aid, rally them, or get them to safety to recover over time.
The injury is lethalStabilize with first aid before a failed death roll while someone else handles the threat.
The injury has a lasting effectPlan around healing time, surgery, and lost capability.
A character diesTreat it as a dramatic peak, then get the player back into the game as soon as the scenario allows.

Zero Health Means Broken

At zero Health, a character is broken and effectively out of the action. They roll for a critical injury immediately. If they survive it, they stay in the scene with tight limits.

While brokenWhat it means in play
MovementOne move action per round.
Other actionsNone.
CommunicationThey can still speak, though only through the pain.
More damageHealth cannot drop below zero, but every further hit causes another critical injury.
Stress and PanicNo stress gained and no Panic rolls while broken.
BlockingA broken character cannot block movement.

Being broken is not a reason to stop playing. The character can still direct a rescue, warn the crew, crawl toward cover, or force the group to change its plan. NPCs break the same way, and the Game Mother can simply declare a broken minor NPC dead.

Roll the Injury, Then Read the Situation

Critical injuries are far worse than ordinary Health loss. Roll D66 on the critical injury table. If you roll an injury you already have, from result 14 upward, roll again. The table runs roughly from mild to fatal:

D66 resultsWhat they do
11 to 13Minor effects with no healing time. One of them, Focused, clears all your stress, and another adds 1 stress.
14 to 43Non-lethal injuries: slower movement, dice penalties on specific skills, some needing surgery. Result 43 sends the character to the mental trauma table.
44 to 52Lethal injuries with a shift time limit.
53 to 56Lethal injuries with a stretch time limit, including arterial bleeding and severed limbs.
61 to 63Lethal injuries with a round time limit and a STAMINA penalty.
64 to 66Instant death.

Do not reduce the result to a label. Ask what it changes right now.

Injury consequenceUseful table question
Movement becomes a full actionCan the crew carry, drag, or protect this person?
A skill is penalizedWho else can take over the task?
Surgery is requiredIs there a place, time, equipment, and someone qualified to try?
The injury is lethalWho can reach the character before the next death roll?
The result is fatalHow does the scene mark the loss and bring the player back in?

The Game Mother should state the mechanical effect clearly, then let the fiction make it personal. The Kid's Lucky talent allows one re-roll of a critical injury or death roll, keeping the better result.

Getting a Broken Character Back Up

A living broken character can get back up in three ways, and each solves a different problem.

MethodWho can do itAction and resultWhat it does not do
First aidA character at Adjacent rangeFull action, MEDICAL AID roll modified by medical gear; 1 Health per successHeal the critical injury.
RallyA character in the same zoneQuick action, COMMAND roll; 1 Health per successAffect critical injuries or stabilize a lethal one.
On your ownThe broken character, if no one gives first aidBack up automatically after one stretch with 1 HealthHeal the injury or make the location safe.

First aid is the one that matters for a lethal injury. Rallying gets a person back into the fight faster, but it is not medical treatment. So the officer may have someone back on their feet while the medic is still trying to keep them alive. Talents sharpen these roles: Field Medic gives +2 dice to first aid, Frontline Leader gives +2 dice to rally, Second Wind gives +2 dice to anyone rallying you, and Last One Standing lets a broken character try once to rally themselves with STAMINA.

Lethal Injuries and Death Rolls

A lethal injury has a time limit of a shift, a stretch, or a round. Each time that limit passes, the character makes a death roll: a STAMINA roll that is not an action, cannot be pushed, and never uses stress dice. With a round limit, the roll comes on each of the character's turns, right after they act.

OutcomeWhat happens
The death roll succeedsThe character hangs on and rolls again when the limit passes.
The death roll failsThe character dies.
Three death rolls succeed without helpThe character survives and stops rolling.
First aid succeeds before a failed death rollThe character is stabilized and stops rolling.
First aid failsThe time limit drops one step, shift to stretch or stretch to round. If it was already a round, the character dies.

Some deaths skip the roll entirely: critical injuries 64 to 66, some Xenomorph signature attacks, and any single hit that deals at least double the character's maximum Health. Take these seriously, but do not make a player sit out longer than necessary. The book treats a PC death as a dramatic peak rather than a failure, and in Cinematic Play a new character can come in as soon as the scenario supports it.

Stabilization Is Not a Cure

First aid serves two purposes: it gets a broken character up, and it stabilizes a lethal injury. It is a full action using MEDICAL AID with medical gear bonuses. A character who is no longer broken can give first aid to themselves at -2 dice.

Success stops the death rolls, and if the character was broken it also restores 1 Health per success. Every other effect of the injury stays until it heals. Stabilizing buys time. The injured PC still has the slowed movement, the dice penalty, the surgery they need, and the dangerous location.

Recovery, Healing, and Surgery

Health and critical injuries recover separately.

Recovery trackHow it works
Lost HealthResting in a safe area restores 1 Health per stretch, even with a critical injury, unless the character is fatigued. First aid and rallying restore Health only when broken.
Critical injury effectLasts for the listed healing time, measured in days unless stated otherwise.
Multiple injuriesHeal at the same time.
Nurse careEach day a character with the Nurse talent tends you counts as two.
SurgerySome injuries need a shift of work and a MEDICAL AID roll before healing starts. The Surgeon talent adds +2 dice.

A character can be back at full Health and still carry a serious injury, and the rules intend that. Safe rest is a valuable resource, not a montage that wipes away the cost of a desperate scene. Fatigue matters here too: a fatigued character cannot recover Health at all until the cause is fixed.

Make the Survival Scene Matter

When a character is broken, pause long enough to make the choices clear, then keep the scene moving.

  1. State the injury's immediate effect and whether it is lethal.
  2. Establish where the injured character is relative to cover, threats, exits, and helpers.
  3. Ask what each nearby crew member is trying to do: stabilize, rally, carry, defend, distract, seal a door, or escape.
  4. Advance threats and time honestly while the crew acts.
  5. Once the crisis ends, carry the injury into recovery, travel, and later decisions.

Avoid turning a critical injury into a routine medkit roll or a reason to take control away from a player. The strongest version lets the injured character keep making meaningful calls while everyone else decides what they will risk for them.

A Crew Survival Checklist

Before and during a dangerous scene:

  1. Name the objective beyond "kill the threat."
  2. Identify cover, exits, hazards, and the fastest route to a broken ally.
  3. Keep a quick action for a defend or dodge when an attack is coming.
  4. Treat ammo and full auto as deliberate escalation rather than habit.
  5. Treat misses near crew, bulkheads, and critical systems as real risk.
  6. When someone is broken, say whether the injury is lethal and who can reach them.
  7. Decide whether the group is stabilizing, rallying, defending, dragging, or leaving.
  8. After the scene, make safe rest, treatment, surgery, and lasting injuries part of the next decision.

The goal is not to remove danger. It is to give danger a shape the group can answer with courage, caution, ingenuity, or a hard retreat.

Where To Go From Here

For the stress dice, Panic triggers, and panic results that shape every fight, read the stress and panic guide. Return to the ALIEN RPG Evolved Edition root guide for the full library map.

Source Scope

Combat procedures in this guide were checked against the ALIEN RPG Evolved Edition Core Rulebook's sections on initiative, zones, actions, cover, ranged and close combat, damage, and critical injuries and their long-term effects. Full injury tables, weapon stats, and exact procedures stay in the book. Return to the ALIEN RPG Evolved Edition root guide for the complete library map.

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