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ALIEN RPG Evolved Edition Gear, Weapons, and Equipment Guide
alien rpg

ALIEN RPG Evolved Edition Gear, Weapons, and Equipment Guide

12 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. >Gear Weapons Equipment

The short answer

In ALIEN RPG Evolved Edition, gear matters because it buys the crew a choice, not because of the biggest number on the weapon table. Air, ammunition, and power are supply ratings that shrink through supply rolls of stress dice, and a character can carry twice their Strength in regular items before encumbrance starts adding stress. Pick equipment for the job and the environment, cover air, light, comms, medical, and repair across the crew, and keep capacity for the exit.

Introduction

Gear in ALIEN RPG Evolved Edition is not a shopping list on the way to a fight. It is how the crew creates choices in an environment that wants to take them away. A suit opens a route. A light exposes a danger. A tool restores access. A scanner turns uncertainty into a plan. A weapon can buy enough time to leave. None of it removes the pressure of air, ammunition, power, weight, time, and a changing situation.

On this page

  • Introduction
  • Hot Take
  • Choose Gear by the Problem
  • Supply Ratings: Air, Ammo, and Power
  • Weapons Create Openings, Not Guarantees
  • Armor and Suits Solve Different Problems
  • Tools and Information Change the Plan
  • Pack for the Crew, Not Just the Individual
  • Keep the Exit in the Plan
  • Where To Go From Here
  • Source Scope

This guide covers how to choose gear by the problem in front of the crew, how supply ratings and encumbrance turn equipment into pacing, what weapons, armor, suits, and sensors are for, and how to build a loadout that protects the exit as well as the objective.

ALIEN RPG weapons and equipment

A gear guide should make characters less reckless, not more confident. The M41A is the most famous item in the book, but in most sessions a crew with one extra compression suit is in better shape than a crew with one extra pulse rifle.

Hot Take

Encumbrance rules are the first casualty of a fast-moving ALIEN RPG session, and that is exactly backwards. The supply-roll math on air, ammo, and power is built to bite hardest when a rating is full, then ease off as it drops toward zero, which means a GM who skips supply rolls to keep the scene moving is throwing away the one mechanic doing the most work to build dread.

Track ammo and air out loud, even when it slows the table down for a moment, because the crew doing math under pressure is the scene itself.

Choose Gear by the Problem

Before shopping or assigning starting gear, identify what can stop the crew from finishing the job. Then choose categories that create options around that obstacle. Ask, "What decision does this item make possible?" The answer should be more useful than "it gives a bonus."

Mission problemEquipment to prioritizeChoice it can create
Vacuum, low pressure, or an exterior routeCompression or pressure suit, air supply, zero-G supportCross the route, repair the breach, or reach an isolated person.
Darkness, unknown movement, or long sightlinesLights, optics, motion trackersInvestigate, avoid a route, cover a retreat, or coordinate.
Sealed doors, damaged systems, or heavy workCutting torch, maintenance jack, diagnostic toolsOpen another path, restore a system, or remove an obstacle.
Injury, disease, exhaustion, or a trapped survivorMedkits, surgical kits, medical drugs, protective gearStabilize, treat, extract, or decide who can keep moving.
Immediate violent threatA weapon suited to the range and environmentHold a route, protect an extraction, buy time, or escape.

This is why a loadout starts with the scenario. A powerful weapon is no substitute for air during a spacewalk, a way to see in darkness, or the equipment needed to get an injured person home. In cinematic play the adventure sets starting gear. In campaign play each career offers a short list to choose or roll from, a weapon comes with two full reloads, and anything not written on the character sheet is not with the character.

Supply Ratings: Air, Ammo, and Power

The core rules call air, ammunition, and power consumables and track each as a supply rating on the character sheet. A supply roll means rolling stress dice equal to the current rating, up to six, and lowering the rating by one for each 1 rolled. Because high ratings roll more dice, supplies drain fastest when they are full and slow down near zero, which the book says is deliberate to build tension.

SupplyWhen to rollWhat zero means
AirAfter every stretch, and after strenuous activity such as combat or a MOBILITY rollThe character must roll SURVIVAL every round to keep breathing.
AmmoAfter each attack with a firearmThe weapon must be reloaded, usually a quick action.
PowerAfter each use, or as the item description saysThe item stops working until recharged.

A few rules soften or sharpen that pressure. An extra success on an attack can be spent to conserve ammo instead of adding damage, but not when firing full auto, where every attack roll needs its own supply roll. Single-shot weapons skip the supply roll and need a reload after every shot. The Game Mother usually lowers NPC supply by one step instead of rolling. During a countdown to disaster, time itself can become a supply: the book has the Game Mother roll after each combat round and remove a minute for each 1.

Treat each supply-dependent item as a question before the mission:

  • What triggers a supply roll for this item?
  • How will the crew know its supply is becoming a concern?
  • Can the group reload, recharge, share, replace, or work around it?
  • What decision becomes urgent if it reaches zero?

State the consequence early enough that players can adapt. A limited air supply turns an exterior task into a timed commitment. Limited ammunition makes holding a route different from clearing it. Power limits can force a choice between information, access, and protection. Supply pressure works best when it produces decisions rather than surprise punishment.

Weapons Create Openings, Not Guarantees

The core book lists each weapon with a modifier to the attack roll, damage, a minimum and maximum range, an ammo or power rating, weight, cost, and special traits such as armor piercing, full auto, or unreliable. A few examples show the spread:

WeaponModifierDamageRangeAmmoWeightSpecial
Armat M41A Pulse Rifle+22Short to Long31Armor piercing, full auto, grenade launcher
M42A Scope Rifle+32Medium to Extreme21Armor piercing
Armat Model 37A2 shotgun+23Adjacent to Short11See the core book
M240 Incinerator Unit+12 (fire)Short21Target keeps burning at intensity 9

An attack closer than a weapon's minimum range loses two dice per range band, and a weapon cannot fire past its maximum. Use those traits to decide what the weapon is for in the fiction.

Weapon roleUseful when...Tradeoff to remember
Sidearm or compact weaponA character needs a light fallbackIt may not control a long route or solve an armored problem.
Rifle or long-range weaponThe crew can see danger before it closesIt is weaker in cramped spaces and still consumes ammunition.
Close-range or improvised weaponThe environment forces contact or offers a tool at handRange and exposure make every use costly.
Fire, explosive, or heavy optionThe objective needs area control, breaching, or a decisive answerCollateral danger, scarce ammunition, and the structure around you matter.
Powered tool used as a weaponA job tool can solve both an obstacle and a threatPower, handling, and the original task limit when it is worth using.

Do not plan a fight as though it happens in an empty room. Next to an outer bulkhead or a reactor, the Game Mother rolls a stress die whenever a shot that could breach the barrier misses, and a 1 breaches it. The book warns that most military smart guns refuse to fire at a target along the outer hull of a ship with safe sensors, while civilian weapons are not so careful. Fire can set a whole zone burning. Heavy weapons can make a route safer in one moment and more dangerous in the next. The crew's goal should decide whether force is worth those risks.

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Armor and Suits Solve Different Problems

Armor subtracts its level from damage taken, and a character can wear only one suit of armor at a time. Armor-piercing attacks treat the level as one step lower, and attacks aimed at weak spots take -2 but reduce it another step on a hit. Suits address the environment instead: vacuum, limited air, and temperature. Some gear does both, and each piece has limits.

ItemArmor LevelAir SupplyWeightWhat it is for
M3 Personnel Armor2None1Marine body armor with a comm unit and Personal Data Transmitter.
Kevlar Riot Vest1None1/2Light security armor.
IRC Mk.50 Compression SuitNone51The common civilian vacuum suit, with comms, head light, and helmet cam.
IRC Mk.35 Pressure Suit142Bulky marine vacuum suit that needs decompression time afterward.
Weyland-Yutani APEsuit141Armor level 3 against acid and protection from facehugging, but no vacuum protection.
P-5000 Powered Work Loader1NoneNot carriedCargo and heavy repair work, and it requires skill to operate.

Armor buffers damage; it does not guarantee safety. The M3 book text says it stops blades and blasts but not direct hits from high-powered rounds, and Xenomorph acid lowers any armor it damages. If the mission needs a different kind of protection, the crew still needs the right suit, procedure, tool, or route.

Tools and Information Change the Plan

The most important equipment is often the gear that turns a guess into information the crew can act on. The M314 Motion Tracker can be used once per stretch after a power supply roll, and it detects every NPC within four zones that moved during the previous stretch, even without line of sight. Anything that stayed still does not show up. That one rule gives a crew a known pressure instead of a surprise, and gives the Game Mother a fair way to hide something that waits.

Other tools do similar work. A flashlight makes a dark route usable. Optical scopes and binoculars extend how far the crew can see. A Seegson P-DAT, uplink terminal, or system diagnostic device connects the team to a computer, a door, or a failing machine. A hand radio keeps separated characters coordinated. Ask of every item that is not a weapon: "What decision does this help us make?" These are not flavor items when the scenario uses the constraints they address.

Pack for the Crew, Not Just the Individual

A character can carry regular items equal to double their Strength. A regular item weighs 1 and takes one row on the sheet, heavy items take several rows, light items count as 1/2 or 1/4, and tiny items that fit in a closed fist do not count. Over-encumbrance allows up to four times Strength for a while, but the character's stress level rises every time they move in a stretch of stealth mode or a round of combat. Every extra item has a cost at the moment movement matters most.

Equipment planning is collaborative. One character does not need every tool, but the group should know who can handle the likely problems and what happens if that person is separated, injured, or out of supply. Build the loadout together:

  1. Give each character one job-critical item.
  2. Cover air, light, communication, medical response, access or repair, and a way to deal with immediate danger across the group.
  3. Identify who carries shared supplies and who can use specialized gear.
  4. Note which items depend on air, power, or ammunition, and how the crew will manage that supply.
  5. Leave capacity for evidence, recovered equipment, or an injured person.
  6. Decide the fallback when a critical item fails or cannot reach the place it is needed.

For movement, zones, and escalation once the plan turns dangerous, read the Combat Rules Guide. For survival after things go wrong, use the Critical Injuries and Survival Guide. For shipboard dependencies and repair scenes, read the Ship Rules Guide.

Keep the Exit in the Plan

The crew's gear should support the mission objective and its exit. A weapon without a route out is not a complete plan. A scanner without a way to act on the reading is only information. A repair kit without spare parts, time, or access may expose the crew to a worse problem.

Before entering a dangerous area, decide what success looks like: recover someone, secure evidence, restore a system, cross a route, or get everyone home. Then name the equipment and supply that protect the retreat when success changes shape. The book's own Game Mother advice is to leave the crew short of something, such as one compression suit fewer than the number of characters, so plan for that shortage instead of assuming it away.

Where To Go From Here

Take this loadout into the situations it was built for: run the encounters it protects against with the Xenomorphs and Creatures guide, and see how supply pressure plays out mid-fight in the Combat Rules Guide. For the shipboard systems that keep gear powered and breathable, see the Ships, Space, and Colonies guide.

Source Scope

Rules and stats in this guide were checked against the ALIEN RPG Evolved Edition Core Rulebook, chapter 1 (Your Gear, Encumbrance, Consumables), chapter 4 (Combat), and chapter 5 (Gear & Tech). Costs and the full equipment lists stay in the book. Return to the ALIEN RPG Evolved Edition root guide for the full library map.

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