LEG's Aliens boardgame was actually pretty good. Each character had 2 or 3 actions and could spend an action to move or aim (and then fire). Taking multiple aim actions improved your chance to hit. Shotgun was best for "close encounters", flamers also good close in, and pulse rifles and machineguns good for longer range. Pistols sucked!
Each character had a card that had a matrix with the number of aim actions vs range - this gave the target number that needed to be rolled equal to or under on a d10 to kill an alien.
e.g. Hicks, who has 3 actions:
Code:
----Target Range-----
[b]AIM[/b] 1 2 3-4 5-6 7+
[b]1[/b] 8 6 2 1 0
[b]2[/b] 13 9 8 6 4
[b]3[/b] 14 10 9 7 5
If Hicks moves 2 squares (1 action per square) and takes 1 action to fire at an Ailen 4 squares away he needs to roll a 0,1 or 2 (30%). If he only moves 1 square and spends 2 actions aiming, then fires, he needs to roll 0,1,2,3,4,5,6,7 or 8 (90%) chance. Alternatively, he could move 1 square and aim and fire twice (with a 30% chance to hit each time). As you can see, taking two actions to aim makes a big difference, but for characters with only two actions it means they end up standing still (while everyone else is pegging it to safety!).
The best thing about this game is that it was well balanced and a genuinely tense affair to see whether you were going to make crucial rolls.
Cheers,
Liam