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Campaign Ideas and Progression Levels

Progression Level 6: First Contact


In this level the Aliens only exist in the outer reaches of space, and on LV-426 inside the derelict alien spaceship.
Humanity has yet to learn of the many dangers and perils of space. The Nostromo, a mining freighter picks up an alien
distress call from the yet unsurveyed planet LV-426. When they arrived at the planet they located a crashed alien ship. Inside
the alien craft the crew found thousands of alien eggs, and one of their members was infected with an alien embryo. After the
alien matured it proceed to kill all but one of the Nostromos crew. Lt. Ripley the sole survivor of the encounter was now
adrift in space aboard an escape shuttle.

Campaign Ideas: First Contact


First and foremost the easiest campaign would be to cast the PCs as the crew of the Nostromo. The GM could just
change the story around to make it possible for more then Lt. Ripley to survive.
Another idea (the better one) is to make up your own alien encounter for the PCs. They could a deep space
exploration team sent out to survey new planets for earths colonization. They could find a world near the edge of explored
space that is strangely devoid of any animal life. Let them find clues that there was once civilization and wildlife on the
planet. Maybe they could find some ancient writings or pictograms depicting a strange and deadly plague that swept over the
planet thousand of years ago. Of course, they wouldnt find any evidence of Alien involvement because they died out many
years ago. Since the aliens hive and bodies are organic their too would have faded away long ago.
If your going to include aliens for your characters to battle (and why wouldnt you?) remember too keep the number
of aliens to less then 5-10. The Aliens are very strong and the weapons and armor of the time are not suited to fight the
creatures. Also during this time the alien is very valuable and if word got out that the PCs we encountering them, someone in
command would want the PCs to see if they could possibly capture one since this is the first time any human has
encountered alien life.

Progression Level 7: Beginning of the End


Lt. Ripley is found alive after drifting in open space for 57 years. She reports to the Weyland-Yutani Corporation
what happened on LV-426 and her crew. The Corporation see the value of such a species of alien and secretly plans to
capture one. Lt. Ripley is sent back into space along with Colonial Marines and a corporate adviser, aboard the Sulaco to
investigate the silence from the LV-426 colonists.
They arrived on LV-426 To find the entire colonial city to be abandoned. They quickly learn of the Aliens
evolvement in the demise of the colony. After finding the alien hive located in the colonys atmospheric processing plant, and
engauging the aliens they learn that the Weyland-Yutai Corp sent the colonists to the crashed alien craft on purpose. The
Team also located a totally new alien, one never before seen, the deadly Queen Alien. Very few of the expedition team
survived the ordeal on LV-426, but at least the aliens were destroyed in the blast from the processing plant meltdown.
Now back aboard the Sulaco Lt. Ripley, Cpl. Hicks, Newt the only colonist that escaped the aliens, and the damaged
android Bishop, all was fine (or at least they thought). Unknown to anyone on the ship the queen alien had deposited an egg
or two. When the eggs hatched their acid blood caused a fire one the ship. The Sulacos computer core detected the fire and
immediately jettisoned the hyper-sleep chambers in an EEV pod. The EEV crashed on a little know prison planet named Fury
161. Lt. Ripley was the only survivor of the crashed pod. Now inside the prison Ripley learned that the alien caused the fire
aboard the ship, and that one of the crewmembers maybe infected with an alien embryo. Meanwhile the prisons corporate
officer reported the news of EEV crash to the Weyland-Yutai corp.
The W-Y corp sent a rescue/recovery team to planet hoping to find and alien specimen also. Riply found out that the
corporation was on its way and that she was the one carrying the alien embryo which was a Queen. Fearing that the Corp
would use the alien to its own ends Ripley made the ultimate sacrifice by throwing herself into a lead forge.

Campaign Ideas: Beginning of the End


The aliens are still not wide spread, so Ill just improve on the ideas above. If the PCs in PL6 either found evidence
of or a live alien the Weyland-Yutani Corporation will definitely want to investigate the matter. So they would send the PCs
back to the planet with more firepower and maybe even marines. Their job will be to capture or contain the alien threat. Be
sure to remember that the Corporation will have it own agenda on what they want to do with the aliens, to use them as
biological weapons.
If you want to start your campaign in PL7 the PCs could be marines assigned to a science team or they could be the
scientists. Its always good to throw in one NPC that is similar to Carter Burke from the movie. If you didnt see the movie
(why not!) Burke was told by the corporation to use any means necessary to bring back an alien specimen.
Once again, when the characters encounter aliens, the PCs will be out classed. In order to avoid getting your
characters slaughtered keep the number of aliens low. Weapons and armor are getting stronger, but there is still no anti-alien
or anti-acid equipment.

Progression Level 8: Outbreak


The threat the Aliens posed is thought to be over. After the death of Lt. Ripley the Weyland-Yutani Corporation
salvages the Sulaco, and seals off the remains of the prison colony on Fury 161. Only a select few top officials even knew of
the creatures existence, and even less knew the danger it brought with it. Those that did know exactly what happened tried to
forget about what was and could have been.

Then, mysteriously colonies on the outer edge of explored space began to disappear. Neighboring colonies
dispatched search teams to find out why they lost contact. Very few of these teams were ever seen again.
Finally word reached earth, the outer colonies were reporting a strange disease spreading through the galaxies like
wild fire. Earth mobilized quickly and sent many doctors and scientists to add the dying colonies. The medical teams arrived
at the colonies to find that this was no disease at all, it was the work of the Aliens.
Weylan-Yutani, after hearing the scientists report sent Colonial Marines into the area to keep the alien menace to a
minimum. Unfortunately the Corporation had double motives once again, they sent the marines their to aid the scientists in
their quest to study the creature not to destroy it.
The first live alien specimen was captured during this time. Experts learned all too well that captured alien drones
died quickly if taken too far from their queen. Scientists began developing the first anti-acid and anti-alien weapons.

Campaign Ideas: Outbreak


The fringe worlds are the first witnesses to what maybe the end of humankind. Whole planets are over run with
aliens in just a matter of weeks. To some people there is no safe place from the persistent alien species.
In this time period PCs could be the helpless colonists trying to defend their homes from the alien threat. As they
pray for help from Earth they could be struggling to stop the alien infection from spreading any further then where its at
now.
The PCs could also be part of the science team sent from earth to battle a deadly plague, but instead the find the
planets swarming with aliens. They could try to help the colonists develop a vaccine or drug to counter act the embryo
implantation. If one of the PCs has a high surgery skill he/she can attempt to remove the embryo from the colonists.
If most of your PCs are combat specs you could run a military campaign. The PCs could be part of the C.M.C.
fighting the aliens from world to world. They could be assigned to capture and bring an alien back to the company labs for
further study.
Weapons and Armor are getting better, anti-acid spray and anti-alien weapons come into play in the middle of this
Progression level. Alien encounters in border worlds will be a common thing. If your PCs want to be fighting like crazy
right off the bat, then PL8 you want to start your campaign in.

Progression Level 9: Game Over Man, Game Over


The aliens have spread to just about every world, with the help of the Cult of the Messiah no planet is safe. Earth
fears the worst, and begins to build sealed, self-contained space stations in the hopes of saving some people. Thousands have
died, thousands are infected on a thousand different worlds the outlook is grim. Marines have now become the standard
police force, herding hundreds of civilians to designated testing centers. Since no cure for the alien embryo infection is in
sight, anyone diagnosed with the infection is shot. Riots near testing centers are common place, Marines are shooting people
in the streets and anarchy reigns free.
Near the middle of Progression level 9, the first reported case of the alien plague is reported on earth. With in weeks
of patient zero, alien hives are found in subways and in civilian areas. Riots break out in major cities, as it seems the
government is doing nothing to control the epidemic. Testing centers are set up at all major spaceports, in an attempt to
evacuate as many non-infected civilians.
The process of testing and evacuating the civilian population is long and tedious. Dozens of hives are located in all
major populous centers, and more appear every day. Earths officials are left with one final option, abandon the evacuation
process and sentence millions of people to their deaths.
The Earth is now a controlled by the aliens. A few scattered settlements dot the landscape, but they won last long.
Civilians stranded on the planet pray for salvation from the alien menace. Most of Earths surviving political personnel is
aboard the sealed space stations. Marines have been recalled from earths surface because the battle is considered lost.
Earths remaining government decides to make another critical choice. They can not let mans home world be
dominated by an alien force. So they implement a plan of Nuclear Annihilation, to cleanse the planet.
Xeno-medicine, anti-acid and anti-alien equipment are at the top of the line. Weapons designed to slay aliens with
ease, and armor that is resistant to alien blood are developed in this period. Still there is no vaccine to prevent embryo
implantation, the only way to get rid of the embryo is to have it surgically remove. Surgical removal is a long and dangerous
process to the victim and the doctor.

Campaign Ideas: Game Over Man, Game Over


Out of all the different Progression Levels, PL9 offers a huge amount of ideas for adventures and campaigns. With
the Alien plague spreading to just about even known world the Gm will always have adventure ideas for any kind of
campaign.
Marines have their work cut out for them in this era. They are now equipped to deal with the alien forces, but are out
numbered more then ever. Marines also have the despicable task of policing the civilians at the testing centers. The once elite
C.M.C is now at an all time morale low. They believe the fight is lost, shooting civilians isnt their job, and bureaucrats are
just thinking of themselves. Not only do the marines have aliens to worry about, the ever present Cult of the Messiah is
actually trying to spread the alien plague!
Scientific Campaigns can be just as dangerous. Since the answer to the alien epidemic lies in the alien it self, many
scientists are sent with marine escort into alien hive to attempt to locate an answer. PCs could still be searching for the
vaccine for the alien embryo, or to thwart the efforts of the Messiah Cult.
Weapons and Armor are at their peek during PL9. Feel free to toss hordes of aliens at your characters. Most
weapons of the day can kill a few aliens with just a single blast. Armor is for the first time resistant to alien blood, so new

hand to hand combat weapons come into play. Combat drugs developed from alien physiology can turn PCs into ravenous
killers. Lastly an Alien Queen has never been captured alive, and many scientists would like to be able to study it.

Character Creation
This Section will include templates and ideas for you to create a character that can be used with Alien RPG.
*NOTE* Some skills we have found to be very important in our game.
Armor Operation: this skill is a must no matter if you a soldier or a doctor. The Aliens can kill an unarmored person in just
one of two hits, so you can see why this is an important skill.
Modern Ranged Weapons Rifle/SMG: These are the two best weapons skills, because Aliens are strong, and pistols just
arent going to cut it.
Medical Science Surgery/Treatment: At least on character should have the surgery skill, if not you can supply a NPC with
it. Surgery is the only skill that can remove an implanted alien embryo or a face hugger. Treatment is better then first aid for when the
characters get injured.

Final Word: The characters should have a well-balanced team. Try to take a diverse set of skills because youre probably going to
need them. If the characters are all military, make sure there is a Medic, and Heavy Weapons Man, and at least one character with
Technical Science (to fix things), and one with some Science Skills (botany, Xenology, chemistry, etc).
If the characters are going to play a civilian campaign, make sure they have someone who can operate spaceships and other
vehicles. A Doctor with lots of Medical Skills is also helpful. Again, have a character that can fix broken equipment with the
Technical Science skill.

Combat Spec Careers.


Colonial Marine
Heavy Gunner
Special Forces
Mercenary
Corporate Security

Free Agent Careers


Bounty Hunter
Corporate Special Operative
Explorer
Corporate Spy
Reporter

Diplomat Careers
Military Officer (Diplomat/Combat Spec)
Corporate Advisor
Ambassador
Corporate Bureaucrat
Trader

Tech Op Careers
Scientist
Xeno-Specialist(PL8 or greater)
Pilot
Engineer
Doctor
Corporate Scientist

Combat Spec Careers


Colonial Marine
The Colonial Marine is the standard grunt in the Marine Corps. Marines come from all walks of life from rich to poor, and
successful and unsuccessful people. If he is an officer, he worked his way from the very bottom to where he is now. Marines are
trained in all form of modern warfare and most weapons and equipment.
The Marines skills should reflect his combat training. He should have a number of weapon skill like Modern Ranged
Weapons, Melee Weapons or Unarmed Combat. Armor is part of the every day life of marines too, so Armor Operation should also be
considered as a basic skill.
Skill Package
Armor Operation Combat Armor, Modern Ranged Weapons- Rifle, Athletics Throw, Tactics Infantry. Total
Cost = 22pts

Heavy Gunner
The Heavy gunner is a specially trained Colonial Marine that specializes in weapons of mass destruction. He is fully trained
in missile launchers, flame throwers, assault cannon, and any other heavy weapon. A Heavy Gunners job is to give heavy support to a
marine combat squad., he will target tanks, bunkers and other hardened objects.
Heavy weapon is the main skill of the Gunner. He should also make sure he has Armor Operation because he is the main
target in the combat squad. Modern Ranged Weapons is another skill of choice in case he suddenly find himself without a heavy
weapon or he is unable to use it because of confined spaces. Lastly, any heavy gunner should consider taking Technical Science so he
can keep the squads weapons in good shape.
Skill Package
Heavy Weapons Direct and Indirect, Armor Operation Combat Armor, Modern Ranged weapons - SMG, Total
Cost = 28pts

Special Forces
The Special Forces Operative is a highly trained Colonial Marine. He specializes in operations deep in enemy territory. He is
trained to spend months maybe even years in the field. The Special Forces Op is the best of the best, recognized as the most deadly

soldier in the galaxy. He is not only a killing machine, but is also intelligent, its better to out wit your opponent to overwhelm him
with brute force.
The Special Forces kit is the most expensive kit in the Combat Spec Careers. He needs lots of skills to keep him alive, so
only a few characters with good ability scores will be able to choose this kit. He should have Survival, since hell be away from
friendly supplies for a long time. Stealth is a good choice for sneaking around behind enemy lines. Demolitions are a good option to
have, since blowing up vital enemy buildings is his normal task. Lastly, when all else fails he should rely on Armor Operation and
Modern Ranged Weapons.
Skill Package
Armor Operation, Melee Weapons Blade, Survival, Modern Ranged Weapons Pistol and Rifle, Stealth. Total
Cost = 34pts.

Mercenary
Considered by some to be the scum of the galaxy the Mercenary is a gun for hire. He probably was once part of the CMC or
some of the special corporate security forces. A Mercenary usually offers his services to the highest bidder, he doesnt care what his
job is about so long as he gets his money.
The Mercenary like any other combat spec career should focus on combat skills. Armor Operation is always a good choice
because a dead Mercenary can not collect his pay. Unlike some other careers, the mercenary may need Interaction or Business skills to
be able to negotiate a good deal with his clients.
Skill Package
Armor Operation Combat Armor, Modern Ranged Weapons Rifle, Business Illicit Business, Interaction
Bargain and Intimidate. Total Cost = 29pts

Corporate Security
The Corp Security forces provide almost all the protection for corporate buildings, and information. Even at a small corporate
own building, you can find at least a dozen of these trained police. They have been numbers of incidents where Corp Security have
abused their authority and injured or killed people. Little is done about these events because everyone is afraid to speak out about
them, so life goes on as usual.
Security Personnel does a variety of jobs in corporate society. They investigate espionage and theft, protect against rioters
and demonstrators, and they even are sometimes ordered to carry out acts of violence against the corporations enemies. He needs
skills such as armor operation and investigate. A few combat skills help out too like Melee Bludgeon and Modern Ranged Weapons
Pistol or SMG. Lastly he has interaction skills like intimidate, charm, and interrogate are also helpful.
Skill Package
Armor Operation, Melee Weapons Bludgeon, Ranged Weapons Pistol, Security Security Devices, Total Cost
= 25pts.

Diplomat Careers
Military Officer
Unlike the combat spec career of solider, the Military Officer is specifically trained to be an officer. He didnt work his way
up through the ranks he just finished some classy military school coarse. He usually doesnt join the rank and file troops on the front,
instead his job maybe to plan attacks or coordinate troops movements. This is not to say that all officers are like this, he can be the
fearless lieutenant ignoring enemy fire to lead his troops to their objective, but few of them tend to do that.
The Military Officer should have a wide variety of skills in order to combat any situation. Armor Operation is a good choice
as is Modern Ranged Weapons Rifle. He should also have Tactics and the specialty skill under it that tells what offer he is, like
Space, Infantry, or Vehicle. Culture and Administration are good to have when shooting just wont work.
Skill Package
Armor Operation, Modern Ranged Weapons Rifle, Administration, Tactics, Culture, Total Cost = 31pts

Corporate Advisor
The Corp Advisor is the eyes and ears or the corporation. He can accompany military units on missions and report back to his
HQ after its finished. Many people distrust the Advisor and they have good reason, sometimes the corporation has its own agenda
for a particular mission and will double cross his team mates in order to complete his secret mission. There are a few moral advisors
that will refuse to commit illicit acts but they are few and far between.
The Advisor should have a few combat skills like Modern Ranged Weapons Pistol. What he should have a lot of is Business
skills such as Business, Computer Science, Deception, and Interaction these skills are very important to him. If he is intended to see
combat often you may want to take a better Ranged Weapon Skill or Armor Operation.
Skill Package
Modern Ranged Weapon Pistol, Business Corporate and Illicit, Knowledge Computer Operation, Deception,
Total Cost = 23pts.

Corporate Bureaucrat
The Bureaucrat is an executive in one of the major corporations in the world. He is one of the most respected/feared people in
the corporate hierarchy. The Bureaucrat makes some of the most important decisions about the companies future. He can hire and fire
people at will, and if hes really important, he can even order strikes on other companies, or assassinations. Rarely anything done
about the criminal acts committed by the Bureaucrat because most fear that if they did theyd be the next targets.
Player Characters should portray a bureaucrat that wants to make changes to the way his/her corporation does business.
Unlike other corporation kits, he is the only one that can get just about any information he wants out of his corporation. Good choice

skills include Modern Ranged Weapons Pistol because you never know when a junior exec may want a promotion. Most Business
skills are needed, as is Bureaucracy. Lastly, any Bureaucrat should think about taking the specialty skills listed under the Interaction
skill.
Skill Package
Business Corporate and Illicit, Knowledge Computer Operation, Law, Administration, Culture Etiquette
(Corporate), Interaction Bargain, Total Cost = 22

Trader
The trader is the lifeline of the outer colonies, he can either be private or corporate employed. Free lance traders do over 65%
or commercial trading and can haul anything good that they feel like. Corporate traders tend to have more restriction on what good
they can an cant carry. If hes a private contractor, he usually has his own ship that is paid for or on a lease. Corporate Traders are
supplied with a ship to use as long as its for business purposes only.
No trader would be able to survive with out the Interaction Bargain skill and sometimes he needs a good side arm to help him
out of a bind, so Modern Ranged Weapons Pistol is not a bad choice either. Sometimes Deception Bluff or Bribe can stop custom
agents from seizing his precious cargo, and if he dont want to hire a pilot he should have Vehicle Operation Space Vehicle.
Skill Package:
Modern Ranged Weapons Pistol, Vehicle Operation Space Vehicle, Business Small Business, Deception
Bribe, Interaction Bargain. Total Cost: 29pts.

Free Agent Careers


Bounty Hunter
The Bounty Hunter hasnt changed in years, he is still the man to call if you want to bring a wanted man/woman to justice. Of
course, there is a price for his services and sometimes it is very high. The Bounty Hunter usually obeys the law when bringing
criminals to justice, but the dont have all the restrictions that Police Officers do. Some (Usually Police) dont care for the Bounty
Hunters tactics, but others a just welcome to see someone peruse criminals to such extent.
Armor operation is always useful for Bounty Hunters because some criminals dont want to come quietly, Modern Ranged
Weapons also help them change their minds. They can also benefit from Melee Weapon Bludgeon to help get people under control
instead of shooting them. Law is also helpful so the Hunter can make sure he doesnt break any laws that could get him in trouble.
Lastly, He should make good use of interaction skill because just muscle wont get you far.
Skill Package:
Armor Operation, Unarmed Combat Power Martial Arts, Modern Ranged Weapons SMG, Stealth Shadow.
Total Cost: 35pts

Corporate Special Operative


There isnt much to say about the Corp Special Operative, other then hes the guy the Corporations call when they need a
problem fixed. He is a very dangerous man, the corporation employing him now maybe his next target if another offers him more
money. Needless to say, Operatives dont usually live long, but there are a few that have made quite a name for themselves. They need
to be able to know when theyre being setup by their employer.
The Corporate Special Operative has to be very highly trained. Melee Weapons seem to be the choice for them to do away
with problems silently. Demolitions and Stealth are also skills to consider when playing this Kit. Acrobatics Dodge is good for when
bullets get in the way. Good interaction skills are necessary for making sure he keeps his job, and his life.
Skill Package:
Unarmed Combat Power Martial Arts, Acrobatics Dodge, Modern Ranged Weapons - Pistol, Stealth. Total Cost:
33pts

Explorer
The Explorers are in very high demand. The galaxy is crowded and every corporation is looking for a new world to test their
terra-forming complexes on. Their job is just as dangerous as any other career due to, hazardous environments, deadly alien diseases,
and even dangerous alien life. Explorers are either free lance civilians looking to write their name into the history books, or employed
by a corporation to get a decent wage.
Explores should have a good variety of skills to help them complete their tasks. A good start is the skill of Vehicle Operation
Space Vehicle, because if you cant get anywhere you cant explore. Movement and survival will help keep the Explorer to where he
is going and make sure he gets their alive. Modern Ranged Weapons is always good for shooting things that would like to make a
meal of you. Even though its not a free agent skill Tech Science skills help fix any broken things so your not stranded.
Skill Package:
Modern Ranged Weapons Rifle Survival, Vehicle Operation Space Vehicle, Navigation Surface Navigation.
Total Cost: 28pts

Corporate Spy
Do you want to get the latest scoop on your competitors new products or maybe get your hands on the information they have
on you, then the Corporate Spy is the one to call. He is skilled at gathering the information you need to get the upper hand on your
opponent. He can sneak in quietly in the night, or work undercover from the inside and gain the trust of your adversaries. Spies are
somewhat trust worthy, they are not respectable or honorable but if you keep paying him, hell be your best friend.
The Spy is a charlatan, his main skills are those of the Deception. He can also make use of Melee Blade, and Modern Ranged
Weapons Pistol. If he likes to break into places, he should take the Sneak and acrobatics broad skills. The Spy prefers not to use armor

because he doesnt like to be restricted in his movement, and encumbered. Computer Operation and Computer Science are also good
to take if you have to retrieve computer data or parts.
Skill Package:
Acrobatics, Modern Ranged Weapons Pistol, Stealth Hide/Sneak, Deception Bluff, Interaction
interview/charm. Total Cost: 38pts.

Reporter
There are two types of reporters, one is determined to find the truth no matter what the cost, and the other is paid a special
price to report propaganda. The good report may risk his/her own life to expose a great atrocity, while to propaganda reporter will
write what ever his boss tells him to. Reporting the news can sometimes be just as dangerous as being a marine, he can be on the front
line reporting the news on an on going war, or in the middle of a full scale riot in the streets.
Skill Package:
Knowledge Computer operation, Investigate Search/Track, Creativity Journalism, Interaction Interview.
Total Cost: 22pts.

Tech Op Careers
Scientist
A Scientist is a broad term he/she can be anything from an Inventor, Biologist, Chemist or even a Field Researcher. The
Scientist career is a high paying one, due to the fact his work is very tedious and time consuming. He has probably attended one of the
galaxies finest Universities, where he studied for at least 4 years. Scientist dont usual carry or use weapon they rely on the few
combat specialists in their research team.
Scientists have a wide variety of skills they can take, depending on their field of research. The Life Science broad skill is a
good starting point for any scientist. After he has chosen the broad skill he should pick some fields of study from the specialty skills
under it. Physical Science skill is another good skill for any scientist.
Skill Package:
Knowledge Computer operation, Life Science Biology/Botany, Investigate, Physical Science Physics. Total
Cost: 25pts

Xeno-Specialist
Xeno-Specialist is a career that is only available in PL8 or greater. He is a master at understanding the Alien species. He
knows their life cycle and their biology. The Xeno Specialist strives to understand the Alien more, either to destroy it or for his own
dark purposes. In a research team he can identify the signs of alien infection and attempt to remove embryos from helpless victims.
A Xeno Specialist main skill is Xenology, he cant be what he is with out it. Other Good skills for him include Life Sciences
Biology/Genetics, and Physical Sciences Chemistry. He can also make use of Medical Science Surgery/Treatment.
Skill Package:
Knowledge Computer Operation, Life Science Biology/Xenology, Medical Science Treatment/Surgery. Total
Cost: 25pts

Pilot
The Pilot can operate many different kinks of vehicles. With out him there would be no exploration into space. He can be
employed, privately, corporately, or militarily. The pilot can operate, planes, space ships, landers, or even tanks. No matter what he
pilots he usually will take any challenge and always thinks he is the best at what he does.
Pilots should be trained to operate one or more vehicles and their secondary systems. Vehicle Operation Space, Air or Land
is the first skill he should take. Navigation and System Operation are necessary to operate vehicle instruments like radar,
communications and weapons. Lastly, he should find Modern Ranged Weapons to help him when he finds himself in trouble on the
ground.
Skill Package:
Vehicle Operation Air/Space, Navigation System Astrogation, System Operation Communications/Weapons.
Total Cost: 22pts.

Engineer
The engineer is only at home when he is amongst machine. He knows machines better then most people know themselves.
The Engineer is in charge with keeping something in working order, such as, cars, spaceships, tanks, or jets. He could be ecstatic
about new technology or mabe he ones of those that always says, They just dont make em like they used to.
Engineers should have a lot of knowledge about working machinery so technical science is the first skill he should invest in.
Computer skills are sometime useful to have under the engineers belt for times when his buddies decided they shouldnt have blasted
that panel in the first place. He needs system operation engineering if hes aboard a huge star ship.
Skill Package:
Computer Science Hardware, Technical Science Jury Rigging/Repair, Technical Knowledge. Total Cost: 21pts.

Doctor
Doctors are amongst the most requested career in any society. Outer colonies are always in need of good medical care and
knowledge. He can be a surgeon, pharmacist or medic. With all the Alien diseases and Alien creatures running around the doctor
never, ever runs out of people to treat.
The doctor has a few main skills for him to take, such as Medical Treatment and Knowledge First Aid. If hes a surgeon he
should have the surgery specialty skil. If he is a pharmacist, Physical Science Chemistry is going to be his most useful skill. Other
skills to consider are Life Science Biology and Genetics.

Skill Package:
Knowledge First Aid, Medical Science Medical Knowledge/Treatment/Surgery, Life Sciences. Total Cost: 23pts

Corporate Scientist
The Corporate Scientist doesnt differ much from the regular scientist career, other then he works for a major corporation.
His motives and research are mainly used to support the corporations ideas, even if its totally wrong. The Corp Scientist is
sometimes told to lie to the press and other organizations, even if his research tells him other wise.
Corporate Scientists have just about the same skills of a normal scientist, depending on their field of research. The Life
Science broad skill is a good starting point. After he has chosen the broad skill he should pick some fields of study from the specialty
skills under it. Physical Science skill is another good skill for any corporate scientist.
Skill Package:
Knowledge Computer operation, Life Science Biology/Botany, Investigate, Physical Science Physics. Total
Cost: 25pts

Androids
Androids have become a integral part of every Marine unit. Although it is still illegal to use Synthetic Humans as soldiers, so
corporations and small planetary governments secretly include them in combat units. They are mainly used a pilots, medics, and
scientific personnel. Most Colonial Marines consider them as a valuable asset. When theyre used, as illegal soldiers the advantages
increase dramatically, Android dont need any food or water to survive just a small recharge unit so they can keep their batteries in top
condition.
Android construction mainly stays the same though out all the Progression Levels. Their skeleton is made up of high-density
carbon fiber with special servos and actuators for joint movement. The muscles and skin are incubated in chemical vats, these are then
attached to the endo-skeleton and powered miniature hydraulics or electrical impulses. The android is supplied with power from a
small hydrogen fuel cell located in the chest cavity, which last about 400days before a recharge is needed. The one major drawback of
the synthetic human is, the muscles must work constantly with the CPU to keep its balance. This puts considerable strain on all the
engineered muscles, which eventually break down due to stress. With out constant maintenance the muscles would become useless in
about a years time. According to the Proper Android Maintenance Guide published by the Weyland-Yutani Corporation you should
have your android over-hauled every 2 years to be assured of peek performance.
As everyone knows, the human figure is very flawed and unstable; so many companies have tried using different forms for
their androids. None of the other designs worked very well mainly because humans werent able to relate to the design. People treated
these experimental designs for basically what they were machines. The most popular design is the Weyland-Yutani standard design
template; these androids are male or female around 40yrs of age. Since Marines tend to be trained to kill the enemy androids can also
play an important role in ending conflicts because of their natural non-violent programming.
All Androids have special data ports so they can communicate with any machine that has an input port. With a 1 terabyte of
fast accessing RAM and 1.2 petabyte of storage space androids can act as information couriers. On missions with Marines they can
retrieve important information for who ever needs it. Androids rely on visual sensory input to gather information of their
surroundings. Corporations have yet to develop a human like functioning eye, so androids are stuck using the latest in video capturing
cameras. By use of these cameras the android has several video options such as low light amplification, infa-red, but he can only see in
two dimensions. Another advantage of the androids visual imaging is he can display important information on his visual display, such
as diagnostics, different types of threat indicators, and visual movement tracking.
Marines have come to accept androids and irreplaceable personnel to combat units. Marine officers find their knowledge of
environments and science a useful resource. Some Marines even consider certain androids lucky or unlucky depending on the
androids service record.
Even though the androids place is in combat units they dont stand up well against small arms fire. Their skeleton is stronger
then humans but their other computer and synthetic parts damage easily. Androids differ from humans when suffering injury, androids
can take horrendous amounts of damage and still function (somewhat). Androids still suffer from the same enviromental problems
humans do. They dont need and oxygen atmosphere to breath but a acidic or corrosive one will melt them quickly, just as high
gravity will crush and a no pressure vacuum will bust them like a balloon.

Typical Combat Spec Android


Strength: 14 (+2)
Dexterity: 12 (+1)
Constitution: 9

Intelligence: 11 (+1)
Will Power: 10
Personality: 7

Action Check: 14/7/3


Movement: 26 Sprint, 16 Run, 6 Walk
Durability: 9 stun/ 9 wounds/ 5 Mortal/ 5 fatigue

Actions Per Round: 2

Skills:
Athletics: 14/7/3
Armor Operation 14/7/3
Combat Armor 2: 16/8/4
Melee Weapons: 14/7/3
Blade 1: 15/7/3
Modern Ranged Weapons: 12/6/3
Rifle 3: 15/7/3
Vehicle Operation: 12/6/3

Knowledge: 11/5/2
Computer Operation 3: 14/7/3
First Aid 2: 13/6/3
Awareness: 10/5/2
Survival: 9/4/2
Tactics: 11/5/2
Infantry 2: 13/6/3

Typical Tech-Op Android.


Strength: 13 (+2)
Dexterity: 12(+1)
Constitution: 7
Action Check: 13/6/3

Intelligence: 14 (+2)
Will Power: 9
Personality: 7
Movement: 24 Sprint, 16 Run, 6 Walk

Actions Per Round: 2

Durability: 7 Stun/ 7 Wounds/ 4 Mortal/ 4 Fatigue


Skills:
Athletics: 12/6/3
Survival: 7/3/1
Acrobatics: 12/6/3
Vehicle Operation: 12/6/3
Land 2: 14/7/3
Air 1: 12/6/3
Computer Science: 14/7/3
Hardware 1: 15/7/3
Programming 2: 16/8/4
Knowledge: 14/7/3
Computer Operation 3: 17/8/4

Life Sciences: 14/7/3


Medical Sciences: 14/7/3
Medical Knowledge 2: 16/8/4
Treatment 1: 15/7/3
Physical Science: 14/7/3
Chemistry 1:15/7/3
Technical Science: 14/7/3
Technical Knowledge 2: 16/8/4

Player Characters as Androids (Optional)


Player characters can choose to be androids with only a few modifications and rules. You create androids characters just like
any other alien character class, but they are only allowed to be Combat Spec (Special rules) or Tech Ops. If they choose to be a
Tech Op they can not take any combat skills, this includes Armor Operation, Melee Weapons, Heavy Weapons, Unarmed Combat,
Defensive Martial Arts, Modern Ranged Weapons, Primitive Ranged Weapons. They can take the Following skills as they dont
require the android to harm someone directly, Tactics and Acrobatics: Dodge. Tech Op androids will never use a weapon or armor not
matter what the reason (He will wear a E-suit or environmental armor to protect himself from hostile conditions).
Combat Spec Androids are a different story, they are Illegally used as manufactured soldiers. They are trained in most
forms of combat and arent inhibited with Non-Violent programming. Player Characters wishing to play a combat spec android must
come up with a good reason form the android to be included in a combat unit. Androids make good soldiers because they can continue
to operate with wounds that would kill a normal human.

How to Create an Android Character.


Androids are treated like an Alien Race in the Alternity PHB. They start with higher stats then normal humans and different
free broad skills. Androids do not receive the special 5pts skill bonus that humans do.
Androids Starting Ability Scores and Limits.
Strength: 9-16
Intelligence: 7-15
Dexterity: 7-15
Willpower: 4-12
Constitution: 4-10
Personality: 4-12
Free Broad Skills for Androids.
Strength: Athletics
Dexterity: Vehicle Operation
Constitution: None

Intelligence: Knowledge/Computer Operation


Willpower: None
Personality: Interaction

Other Important Notes


All Androids begin the game with a NIJack located in the forearm or head. This allows them to interface with most
computers or machinery that have dataports. They can use the NIJack reprogram instructions, tell ships to activate auto-destruct
sequence, download information, and any other thing the GM allows.
Androids dont suffer damage the same way humans do, as they dont feel pain they can never be affected by the Daze rule
on page 51 of the PHB. The can be knocked out the same way humans do, this represents the fact the if hit by a sufficient blow the
computer systems may take a moment to recalculate and recover. When an android suffers mortal damage it means one or more of his
vital systems have been damaged, he does fall unconscious but can recover the same way humans do when they use up all their stun
boxes. If the android has half his mortal boxes marked off he can no longer continue to fight and looses one box every round after that.
Androids heal a different way them humans do too. They can ignore all wounds no matter how many they have, and it only
takes a few hours to repair them, even in a modest workshop. Mortal wounds are much different, parts must be replaced such as
muscles, limbs or computer components. In order to repair Mortal wounds the android must be shut down and repaired with the proper
parts by a skilled mechanic with the Tech Science skill. If an Android ever suffers enough mortal wounds to fill up all his boxes, he
can not be repaired, because of severe processor damage and memory loss.
Aliens have an extremely hard time locating androids, scientists believe this has something to do with the fact that androids
are basically just machines and not made of organic material. Others speculate that humans give off a small psychic signal that the
aliens can pick up on, while androids do not have this. In any case actions directed at androids by aliens suffer +2 step penalty.

Weapons and Armor


What the Numbers Mean:
Round Size: Type of ammunition used by the Weapon.
Clip Size: The amount of ammo the weapon can hold
Accuracy: how accurate the weapon is. A (+) here
means the weapon is inaccurate, an (-) says the
weapon is very accurate.
Fire Power/Type: this shows if the weapon is High
Impact(HI), Light Impact(LI) or Energy(En). The
type shows if the weapon does Ordinary(O), Good(G),
or Amazing(A) damage.
Skill: The skill required to use the weapon effectively.
Mode: The different modes of fire the weapon has.
(F) means single shot, (B) is burst, and (A) is autofire.

Range: Range of the weapon in meters. The first number is


the short range, the send is medium last is extreme.
Max Actions: Basically the number of time the weapon can
be Fired
Damage: Displays the amount of damage the target suffers
if an Ordinary(1st number), Good(2nd number) or an
Amazing(3rd number) is rolled.
Hide: Shows if the weapon can be hidden. A (-) means the
Weapon is easily hidden. A (+) means its harder to hide. A
(0) indicates the weapon has normal chance of being hidden.
Availability: How hard it is to acquire the weapon on an open
Market. (Any)Means the weapon is available to anyone.
(Com) common, weapons are available to a person who has
money and requires an easy to get license. (Con) controlled,
only available to police, security personnel, criminals, gangs,
or any citizen with a special license. (Mil) Military, weapons
are only available to military personnel, and elite security
forces such as a S.W.A.T. team. (Res) Restricted, only
available to military forces, and highly elite Special Forces
units. Great care is taken to ensure these pieces of equipment
stay where they belong.

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VP-70 Auto Pistol
Round Size /Type: 9mm FMJ Slug
Range: 8/ 20/ 50
Clip Size: 15 shot, 5 bursts or 20 shots 6 bursts round box
Accuracy: +1
Max Actions: 4
Fire Power/Type: HI/O
Damage: d4w/ d4+1w/ d4m
Hide: +1 with 15 round clip, +2 with 20 round clip
Skill: Modern Ranged Weapons Pistol
Mode: F/B
Availability: Common
The VP-70 is capable of firing in semi-auto and three round burst. As with all Auto-pistols it suffers from poor accuracy, and
short range, but with its high ammo capacity and burst fire ability, make it a decent weapon. The VP-70 sports either an
internal 15 round box magazine, or a 20 round magazine.

Zero-G Pistol
Round: 9mm
Range: 5/ 10/ 45
Clip Size: 15 rounds
Accuracy: 0
Max Actions: 4
Fire Power/Type: HI/O
Damage: d4w/ d6w/ d4m
Hide: -2
Skill: Modern Ranged Weapons - Pistol
Mode: F
Availability: Common
The Zero-G pistol designed to be used in space combat situations. With multiple gas vents and muzzle breaks, the pistol can
negate the affects of firing a weapon in Zero-G conditions. Due to the way the gun handles gas pressure the range is greatly
reduced.

KT-9 Heavy Pistol


Round: 11mm
Range: 12/ 24/ 85
Clip Size: 10
Accuracy: 0

Max Actions: 3
Fire Power/Type: HI/)
Damage: d4+2/ d6+2/ d4+2m
Hide: -2
Skill: Modern Ranged Weapons - Pistol
Mode: F
Availability: Common
The KT-9 is the one of the heaviest caliber pistols designed today. It fires a heavy 11mm round that can punch through most
light armors. The KT-9 is widely available and is the standard issue to almost all police or security force personnel. Its also another
pistol that is widely used amongst the criminal element.

M4A3 Pistol
Round Size/Type: 10mm FMJ Slug
Range: 12/ 30/ 80
Clip Size: 8 round clip
Accuracy: +1
Max Actions: 4
Fire Power/Type: HI/O
Damage: d4+1w/ d4+2w/ d4m
Hide: +1
Skill: Modern Ranged Weapons Pistol
Mode: F
Availability: Common
One of the finest and most accurate 10mm pistols manufactured to this day. The eventually becomes the standard issue of the
C.M.C. The M4A3 is also the choice weapon of many criminals, since it is very easy to conceal.

Converted Cutting Torch Flame-thrower


Round size/Type: Volatile Chemicals
Range: 5/ 10/ 20
Clip Size: 6 shots, two bursts
Accuracy: +1 step
Max Actions: 2
Fire Power/Type: En/O
Damage: d4w/ d6w /d6+1w
Hide: Yeah Right
Skill: Heavy Weapons Direct Fire
Mode: F/B
Availability: Special
Basically a welding torch that has been modified to shoot a stream of flaming chemicals. The torch is not very useful as a
weapon but is better then nothing. The are also sort of dangerous to use, anytime an attack is made and a critical failure is rolled (20)
the torch malfunctions. Roll d6 to find out what happens, 1-2 the chemicals explode and the user is attacked instead of the target. A
roll of 3-4 means the regulator has broken and all the chemicals shoot out in a giant fireball, no extra damage is caused but the
weapons is now useless. When a 5-6 is rolled only a minor malfunction occurs and it takes one action to repair it. They are not hard to
make and anyone with a little technical ability (Technical Science skill) can attempt to make one.

A36 SMG
Round Size/Type: 9MM
Range: 15/ 25/ 90
Clip Size: 10 bursts
Accuracy: 0
Max Actions: 4
Fire Power/Type: HI/O
Damage: d4+1w/ d4+2w/ d4m
Hide: +1
Skill: Modern Ranged Weapons SMG
Mode: B/A
Availability: Military
A compact and rugged designed SMG, which can stand up to the worst punishment man or environment, can throw at it.
Standard issue in almost all the Security forces in the known universe. Later it is adopted into the C.M.C. arsenal for use in Special
Forces and covert operations.

M30 Assault Rifle


Round Size/Type: 10mm FMJ
Range: 50/ 100/ 500
Clip Size: 60 shots, 20 bursts

Accuracy: 0
Max Actions: 4
Fire Power/Type: HI/O
Damage: d6w/ d6+2w/ d6m
Hide: Yeah Right
Skill: Modern Ranged Weapons Rifle
Mode: F/B/A
Availability: Military
A very early version of the M41A1 Pulse Rifle, the M30 is the standard weapon of the C.M.C in PL level 6. It cant mount
the under barrel grenade launcher that the M41A1 can and use the old FMJ rounds. Despite its short comings its the best assault rifle
of its day.

Zero G Grappling Gun


Round Size/Type: Tethered Hook
Range: 10/ 30 / 60
Clip Size: 1 shot
Accuracy: 0
Max Actions: 1
Fire Power/Type: HI/O
Damage: d4w/ d4+2w/ d4m
Hide: -2 steps
Skill: Primitive Ranged Weapons - Bow
Mode: F
Availability: Common
Not a really designed as a weapon the Zero-G gun can still be used when there isnt anything better to be found. Mainly used
as a tool for working in space it has a variety of different uses. Asteroid Miners use it to navigate large ravines or canyons on the
surface of asteroids. In space it can be used in emergency situations when someone on a space walk drifts too far away from the ships
hull.

Cattle Prod
Round Size: None
Range: Personal
Clips Size: One Charge
Accuracy: +1
Max Actions: 1
Fire Power: En/O
Damage: See Shock Rules in Gamemasters Guide
Hide: Yeah Right
Skill: Melee Weapons Powered Weapon
Mode: F
Availability: Special
Another makeshift weapon, the cattle prod consists of a long pole with a battery attached near the end. On the end of the stick
is a contact point attached to the battery. When the contact point is depressed the battery releases all its energy in a in a giant shock.
Its main use is to stun targets but there have been a few recorded deaths. Anyone with the Technical Science skill and the right
equipment and assemble one of these quickly.

PFZ Lancer Rocket


Round: Front Loaded 67mm rocket
Range: 30/ 175/ 400
Clip Size: 1
Accuracy: +1
Max Actions: 1
Fire Power/Type: HI/G
Damage: d6w/ d4+4w/ d4+1m
Hide: Yeah Right
Skill: Heavy Weapons Indirect
Mode: F
Availability: Restricted
The PFZ Lancer was developed to give the common infantryman enough firepower to damage if not destroy most vehicles
and bunkers. Since the only rocket it can fire is a compact Armor Piercing rocket the PFZ has no blast area. The Rocket its self is
designed to penetrate the thick armor of tanks and explode inside cause heavy internal damage and crew casualties.

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M41A1 Pulse Rifle
Round Size/Type: 10mm Explosive Tipped Caseless

Range: 60/ 110/ 600


Clip Size: 100 shots, 33 bursts
Accuracy: 0
Max Actions: 3
Fire Power/Type: HI/0
Damage: d4+2w/ d6+2w/ d6m
Hide: Yeah Right
Skill: Modern Ranged Weapons Rifle
Mode: F
Availability: Military
Derived from the M30 Assault Rife the M41A1 is the primary weapons of the C.M.C during progression level 7. Features
include, light weight, large ammo capacity, and easy of use/maintenance. With the ability to mount a PN grenade launcher and an
optional L shaped clip that holds 300rounds makes the M41A1 a versatile weapon.

M41A2 Pulse Rifle/Shotgun


Round: 10mm Explosive tipped caseless/ 12gauge shotgun.
Range: rifle = 60/ 110/ 600. Shotgun = 5/ 15/ 50
Clip Size: rifle = 100 shots, 33 bursts. Shotgun = 4 rounds
Accuracy: 0
Max Actions: 3
Fire Power/Type: HI/O
Damage: Rifle = d4+2w/ d6+2w/ d6m. Shotgun d4w/ d6w/ d6m
Hide: Yeah Right!
Skill: Modern Ranged Weapons - Rifle
Mode: Rifle = F/B/A. Shotgun = F
Availability: Military
Another version of the M41A1, this one replaces the PN grenade launcher with a 12-gauge shotgun. The M41A2 is best
suited for close assault operations where the shotgun can best be employed. The M41A2 features all the design specifications as the
above M41A2.

M41A3 Pulse Rifle/Flamer


Round: 10mm Explosive tipped caseless/Gel chemicals
Range: Rifle = 60/110/600. Flamer = 5/15/25
Clip Size: Rifle = 100shots, 33 bursts. Flamer = 6
Accuracy: Rifle = 0. Flamer = -1
Max Actions: 3
Fire Power/Type: Rifle = HI/O. Flamer = En/O
Damage: Rifle = d4+2w/ d6+2w/ d6m. Flamer = d6w/ d6+2w/ d8+3w
Hide: Yeah Right
Skill: Modern Ranged Weapons - Rifle
Mode: Rifle = F/B/A. Flamer = F
Availability: Military
The last of the popular alternate versions of the M41A1, the M41A3 replaces the PN Grenade launcher with a small Flamer.
This version is best used in urban or other areas where fighting will be close quarters. The M41A3 has all the listed features of the
M41A1 listed above.

PN Grenade Launcher
Round Size/Type: 30mm Grenade (see below)
Range: (see below)
Clip Size: 3 Internal
Accuracy: 0
Max Actions: 3
Fire Power/Type: (see below)
Damage: (see below)
Hide: +2 Detached from M41A1
Skill: Heavy Weapons Indirect
Mode: F
Availability: Military
Fitted underneath the barrel of the M41A1 Pulse Rifle the PN adds a large amount of fire power to the individual infantry
man. With a numerous selection of grenade rounds the PN is also a multipurpose weapon, able to do any job from assault to riot
control.

M38 H.E.A.P. Grenade (green cap)


Range: 20/ 150/ 300
Fire Power/Type: HI/G

Damage: d4w/ d6+2w/ d4m


Hide: -4
Area of Effect: 1m/ 3m/ 5m
Availability: Military
An Armor piercing grenade the M38 can penetrate 7cm of steel. With its area of effect around 5 meters it also makes a
decent anti-personnel weapon. It is distinguishable from other grenades by the green cap covering the primer.

M51A Bouncing Fragmentation (blue cap, flat tip)


Range: 15/ 70/ 140
Fire Power/Type: HI/G
Damage: d4w/ d6+1w/ 2d4+2w
Hide: -4
Area of Effect: 1m/ 2m/ 4m
Availability: Military
Similar to the 20th century Bouncing Betty anti-personnel mine. After the M51A strikes the ground after if was fired it will
bounce up to 2 meters into the air and detonate. After air detonation the M51A will shower shrapnel downward in a 4-meter area. The
M51A ignores all bonuses for cover. The M51A is noticeable by its flat nose and blue cap covering the primer.

M108 Canister (black cap)


Range: 5/ 15/ 30
Fire Power/Type; HI/G
Damage: d4w/ d6w/ d4m
Hide; -4
Area of Effect: (see below)
Availability: Military
Essentially a giant buckshot grenade, the M108 operates like a claymore mine. After it launches it detonates right after it
leaves the barrel, releasing about a dozen steel balls the size of marbles. The M108 can only hit one target, the attack is resolved
exactly like a normal ranged attack against one target. The M108 grenade is marked with a black cap covering the primer.

M230 Baton Grenade (riot round)


Range: 10/ 20/ 30
Fire Power/Type; LI/G
Damage: d4+2s/ d6+2s/ d4w
Hide: -4
Area of Effect: 2m/ 3m/ 5m
Availability: Controlled
Rarely issued to any C.M.C infantryman, the M230 is primarily used by the local security forces to suppress local
disturbances and uprisings. When launched it air bursts like the M51A but instead of metal shrapnel the M230 uses large plastic balls
to temporally stun opponents. The M230 is marked with a letter R on the cap covering the primer.

M60 Phosphorous Incendiary Grenade (white cap)


Range: 30/ 120/ 300
Fire Power/Type: En/G
Damage: d4w/ d4+2w/ d4+3w
Hide: -4
Area of Effect: 5m/ 10m/ 15m
Availability: Restricted
The M60 Phosphorous grenade is one of the most feared weapons on the battlefield. The devastating weapon showers a 15meter area with white hot phosphorous. Anyone unfortunate enough to be caught under this shower is immediately set ablaze. Once on
fire the victim (or anyone attempting to help him) has a very hard time extinguishing the flames. Add a +2 step modifier to the victim
or +1 step if someone is assisting him put out the flames. If a critical failure is rolled when someone is assisting the victim the person
helping is immediately set afire and takes damage. The M60 is noticeable by the white cap covering the primer.

M72A1 Star-shell (flare)


Range: 200 meters in air
Fire Power/Type: En/O
Damage: d4w/ d4+1w/ d6w
Hide: -4
Area of effect: If used as a weapon one target only.
Availability: Controlled
The M72A1 is a grenade launched flare. It flies up to 200-meters in the air, producing 50,000 candelas of light (good light). It
also can be used as a weapon (albeit a bad one) if so it can only be fired at one target. The target takes damage as listed above, but is
also blinded until the flare is burned out (or target is no longer staring at it). After the target has removed the flare or looked away it
will take 2 combat round to recover his sight. Note: Aliens cant be blinded.

M42A Scoped Rifle


Round Size/Type: 10mm (see below)

Range: (see below)


Clip Size: 15 shots
Accuracy: 0 with out using scope (see notes on scope)
Max Actions: 4
Fire Power/Type: HI/O
Damage: (see below)
Hide: Yeah Right
Skill: Modern Ranged Weapons Rifle
Mode: F
Availability: Military
The M42A2 is weapon of choice for the C.M.C sniper. It is fitted with a 20X scope (+2 accuracy). A motion tracker, ground
radar, and IR sensor can be linked directly into the scope (adding extra +1 accuracy). The best feature of the M42A is definitely the
ability to link into remote sentry guns. With this ability the user can manually direct the sentrys fire. Note: there is only one input port
on the scope so the user must state which feature he is going to link to his scope.

M252 H.E.A.P. Round


Range: 80/ 200/ 1000
Damage: d4+3w/ 2d4+1w/ d6m
Availability: Military
An armor piercing round mainly used to destroy light vehicles or heavily armored opponents.

LSRB Round (Long Range Stabilized Ball)


Range: 80/ 250/ 1200
Damage: d4w/ d6w/ d4m
Availability: Military
A long range sniper round that is very accurate up to extreme ranges. Unfortunately it suffers from a low wounding factor.

M250 Standard Round


Range: 80/ 200/ 800
Damage: d6w/d6+2w/ d6m
Availability: Military
A 10mm explosive tipped caseless round which is the standard round for the M42A2.

M56A2 Smart Gun


Round: 10mm Caseless
Range: 150/ 600/ 1200
Clip Size: 60 burst belt, battery good for 50,000 shots
Accuracy: 0 normal (see below)
Max Actions: 4
Fire Power/Type: HI/O
Damage: d6+1w/ 2d4+2w/ d8m
Hide: Yeah Right
Skill: Heavy Weapons Direct Fire
Mode; B/A
Availability: Restricted
The M56A2 has established it self as the General porous machine gun of the C.M.C. With all its features and high rate of
fire the M56A2 is a deadly weapon. The M52A2 comes complete with gyro stabilization (already figured into the accuracy given
above), IR sensors (+1 accuracy), and a motion tracker (+1 accuracy). A M3 Breast Plate (see armor section) is standard issue with a
Smart Gun.

M240A1 Flame-Thrower (see rules below)


Round: Incendiary Stream
Range: 8/ 15/ 30
Clip Size: 15 shots, 5 bursts
Accuracy: +1
Max Actions: 2
Fire Power/Type: En/O
Damage: d6+1w/ d8+2w/ 2d6+1w
Hide: Yeah Right
Skill: Heavy Weapons Direct Fire
Mode: F
Availability: Restricted
Any squad of self-respecting Marines tries to carry along a few of these babies. The M240A1 is a chemical gel fueled flamethrower. The bathes its victims in a searing heat of molten jelly and flame. A unique ability of this weapon is the fact it can actually
shoot around corners. In order to shoot around a corner the user must am the flame-thrower at a wall and angle the stream so that it
banks around the corner. This is an excellent tactic when you are unsure of whats up a head.

M91 Rocket Launcher


Round: Packaged Rocket
Range: 50/ 250/ 600
Clip Size: 1
Accuracy: 0
Max Actions: 1
Fire Power/Type: As Load
Damage: (See Rocket Types Below)
Hide: Yeah Right
Skill: Heavy Weapons Indirect Fire
Mode: F
Availability: Restricted
The Standard Rocket launcher of its time, the M91 is a multi-purpose weapon. Rockets are packaged in a into a combustion
chamber that when loaded is attacked to the back of the launcher. When the weapon is fired the user simply removes the empty
combustion chamber and readies another rocket.

A101 High Explosive Rocket


Damage: d6w/ d6+2w/ 2d6+2w
Area Of Effect: 6m/ 8m/ 12m
The A101 is a very effective anti-personnel weapon. When the rocket impacts, it causes Amazing damage within 6m, good
damage up to 8 meters, and ordinary damage out to 12m.

A2 H.E.A.T Rocket
Damage: d4+1/ d4+4w/ d6m
Area Of Effect: 0m/ 2m/ 4m
Typically used as an anti-armor weapon the A2 can also be used to destroy bunkers and hardened structures. The target hit by
the A2 suffers amazing damage, good damage is inflicted up to 2 meters from the target, and Ordinary damage out to 4 meters.

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VP-100 Auto Pistol
Round: 10mm FMJ round
Range: 10/30/ 90
Clip Size: 24 shots, 8 bursts
Accuracy: +1
Max Actions: 4
Fire Power/Type: HI/O
Damage: d6w/ 2d4w/ d4+1m
Hide: +2
Skill: Modern Ranged Weapon - SMG
Mode: F/B
Availability: Controlled
The VP-100 is an updated version of the old VP-90. The 100 is much bigger (almost as big as some SMGs) an uses a 10mm
round to give it more stopping power. Still the VP-100 suffers from poor accuracy just as the older version did. This weapon is
popular with gangers because of its high rate of fire.

G-19 Security Pistol


Round: 9mm
Range: 8/ 18/ 50
Clip Size: 8 rounds, or 18 round extended clip
Accuracy: -2
Max Actions: 4
Fire Power/Type: HI/O
Damage: d4w/ d4+1w/ d4m
Hide: +3, or 0 with extended clip
Skill: Modern Ranged Weapons - Pistol
Mode: F
Availability: Common
The G-19 is a reliable and accurate weapon. Used mainly by Corporate Security forces and bodyguards because of its high
concealability. The G-19 can also be fitted with an extended clip which holds 18 rounds, but lowers its hide bonus to 0.

R74 Heavy Pistol


Round: 15mm
Range: 10/ 25/ 100
Clip Size: 5 rounds
Accuracy: 0

Max Actions: 3
Fire Power/Type: HI/O
Damage: 2d4w/ 2d4+2w/ d4+2m
Hide: 0
Skill: Modern Ranged Weapons - Pistol
Mode: F
Availability: Controlled
The R74 is one of the biggest caliber pistols ever manufactured. Its huge 15mm round is enough to put a hole in just about
every form of armor made. Equipped with special gas vents, and muzzle break reduces the recoil dramatically. Although the R74 isnt
widely used in military, Corporate, or private sectors due to its low ammo capacity.

F1A3 Hand Flamer


Round: Volatile chemicals
Range: 2/ 5/ 10
Clip Size: 10 shots, 3 bursts
Accuracy: -1
Max Actions: 3
Fire Power/Type: En/O
Damage: d6w/ d6+1w/ d6+3w
Hide: 0
Skill: Modern Ranged weapons SMG
Mode: F/B/A
Availability: Controlled
A small compact flame-thrower the F1A3 is a vicious little weapon. Using the latest in self-oxidizing gel fuel, it projects a
wide pattern with great accuracy. By keeping the trigger depressed the user can auto fire effect, but at the cost of expending
tremendous amounts of fuel.

Z95 Automatic Shotgun


Round: 12gauge-shotgun shell
Range: 12/ 24/ 60
Clip Size: 15 shots 5 bursts
Accuracy: o
Max Actions: 4
Fire Power/Type: HI/O
Damage: d4w/ d6w/ d4+1m
Hide: +1
Skill: Modern Ranged Weapons - Rifle
Mode: B/A
Availability: Military
Mainly used as a close combat weapon in boarding actions or urban warfare the Z95 is a single-minded weapon, Spray and
Pray. The Z95 is able to hose down a large area in just a little amount. Mainly used by the Military Special Forces it can also be
found in the hands of well-equipped criminals and pirates.

RN-Magnum Tri-Barreled Assault Gun


Round: 14mm FMJ
Range: 200/ 500/ 1200
Clip Size: 50 bursts boxed
Accuracy: -1
Max Actions: 4
Fire Power/Type: HI/G
Damage: d8w/ 2d6w/ d8m
Hide: Yeah Right
Skill: Heavy Weapons Direct Fire
Mode: B/A
Availability: Restricted.
Basically, a compact version of a chain gun with three barrel arranged into a triangle shape on the front of the weapon. When
in use the barrels alternate firing, first the one closest to the top will fire, then the right one, lastly the left one. After the RN is
developed and put into mass production, it replaces the Smart Gun as the heavy support weapon of marine units.

M45 Pulse Rifle


Round: 11mm Explosive Tipped Casless
Range: 90/ 180/ 650
Clip Size: 100
Accuracy: 0
Max Actions: 4

Fire Power/Type: HI/O


Damage: d6+2w/ d8+2w/ d6+2m
Hide: Yeah Right
Skill: Modern Ranged Weapons - Rifle
Mode: F/B/A
Availability: Military
An updated version of the old M41A1 Pulse rifle M45 sports a bigger round, and better damage. This weapon becomes the
standard issue of the Colonial Marine Core During Pl 8. The M45 is still able to mount and PN grenade launcher underneath the
barrel.

M75 Heavy Machine Gun


Round: 15mm
Range: 100/ 600/ 1500
Clip Size: 40bursts boxed
Accuracy: 0
Max Actions: 3
Fire Power/Type: HI/G
Damage: d8+2w/ 2d6w/ d8m
Hide: Yeah Right
Skill: Heavy Weapons Direct Fire
Mode: B/A
Availability: Restricted
The M75 is almost impossible for one man to carry and use it (one-person carrys ammo and bipod, the other carries the gun).
Before the users fires it, he must make sure the bipod is firmly set on the ground (one action to set up). The M75 is not widely used
mainly because of its size and weight., but no one will dispute its sheer firepower on the battlefield.

F3C2 Flame-Thrower
Round: Volatile Gel Chemicals
Range: 8/ 16/ 40
Clip Size: 15 shots, 5bursts
Accuracy: -1
Max Actions: 2
Fire Power/Type: En/G
Damage: d6+2w/ d8+2w/ 3d4w
Hide: Yeah Right
Skill: Heavy Weapons - Direct
Mode: F/B/A
Availability: Restricted
The F3C2 Flamer-Thrower designed only to be used with the special F3C2 heat resistant armor. The reason for this is, the
user would be scorched if he werent wearing the armor from the tremendous heat. Unless the users companions are wearing some
sort of flame resistant outfit they cant be standing within 3 feet of the flamers nozzle.

AT101 Rocket Launcher


Round: Anti-personnel rockets
Range: 30/ 300/ 2000
Clip Size: 5
Accuracy: -2
Max Actions: 2
Fire Power/Type: HI/O
Damage: d6+2w/ d6+3w/ d8+2m
Hide: Yeah Right
Skill: Heavy Weapons - Indirect
Mode: F
Availability: Military
The only clip feed rocket launcher in existence, the AT101 has been the standard in rocket launchers since its creation. It
utilizes a top mounted, gravity fed, 5 round anti-personnel rocket clip. The AT101 is not a perfect weapon, it still has one major defect
since its creation. The rockets in the clip tend to get jammed when dust and dirt get in between them. Anytime a critical failure is
rolled means the rockets have become jammed, in order to clear the jam the user must unload the entire rocket clip (counts as
reloading) before another shot is fired.

MTS Sub Machine Gun


Round: 9mm FMJ
Range: 50/ 200/ 400
Clip Size: 100 round clip
Accuracy: -1

Max Actions: 3
Fire Power/Type: HI/O
Damage: d6w/ 2d4w/ d4m
Hide: Yeah right
Skill: Modern Ranged Weapons - SMG
Mode: B/A
Availability: Military
The MTS is primarily an assault weapon, designed for high rate of fire, and large ammo capacity. The MTS has seen action
mainly in space during boarding actions where its high rate of fire can be used to full advantage. The MTS also includes a recoil
suppression system in order to make the gun more accurate.

Zero-G Combination Rifle


Round: 11mm Explosive Tip/ 25mm flechette round
Range: Rifle = 20/ 150/ 200, Flechete = 5/ 20/ 50
Clip Size: 100 rounds/ 10 flechette rounds
Accuracy: -1 for both
Max Actions: 3
Fire Power/Type: HI/O
Damage: Rifle = d6+1w/ d6+2w/ d4+1m, Flechette = d4w/ d6w/ d4m
Hide: Yeah Right
Skill: Modern Ranged Weapons - Rifle
Mode: F/B/A
Availability: Military
The Zero-G rifle (or Zorro as called by enlisted men) is the best weapon for Zero-G operations. It combines the long-range
accuracy of a rifle with the devastating close combat ability of Flechetts. The flechette does double damage when fired at close range,
but only have damage at long-range (always does at least 1 point of damage).

L19 Light Laser


Round: Coherent Beam of Light
Range: 120/ 700/ 1600
Clip Size: 15 shot battery
Accuracy: -1
Max Actions: 3
Fire Power/Type: En/O
Damage: d6w/ d6+2w/ d4+1m
Hide: Yeah Right
Skill: Modern Ranged Weapons - Rifle
Mode: F
Availability: Military
Laser technology has just come of age with the L19 laser rifle. The first of its kind the L19 is just a little bigger and heavier
then a regular rifle. It is not widely used because it can only fire in semi-automatic, and not full auto like many other rifles. Where the
L19 excels is its outstanding range and accuracy, able to engage targets at extreme range more then makes up for its lack of autofire.

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PK7 Hold-Out Pistol
Round: 6mm FMJ
Range: 5/ 20/ 40
Clip Size: 8
Accuracy: 0
Max Actions: 4
Fire Power/Type: HI/O
Damage: d4w/ d4+1w/ d6+2w
Hide: -3
Skill: Modern Ranged Weapon - Pistol
Mode: F
Availability: Common
The Pk7 is a very small weapon, which is also very easy to conceal. Civilians and people who have a high-risk job (ex
commonly use it (Traveling merchants, bodyguards and corporate executives). Most Militaries shun the PK7 due to its low damage
and very short range.

ARG Net Launcher


Round: 5meter net
Range: 10/ 30/ 50
Clip Size: 1 shot
Accuracy: -1

Max Actions: 1
Fire Power/Type: NONE
Damage: NONE
Hide: yeah right
Skill: Modern Ranged Weapons - Rifle
Mode: F
Availability: Controlled
The ARG was first used in scientific research, to capture animals for study. Now the security and police forces have found
the ARG to be useful as a non-lethal weapon to capture criminals with out doing them bodily harm. If the to hit roll is successful the
victim has to make a strength check with a 2 penalty in order to escape. The ARG net has 8 barbed spikes near the end of the net,
these are used to stake into the ground to prevent the victim from escaping. It takes one person 4 combat rounds to set the steaks in the
ground, if two people are setting the stakes it only take 2 combat rounds. Once the stakes are set into the ground, the victim is at the
mercy of his captors.

SR1 Laser Rifle


Round: Coherent Light
Range: 30/ 90/ 500
Clip Size: 15 bursts
Accuracy: -2
Max Actions: 4
Fire Power/Type: En/O
Damage: d4+1w/ d6+2w/ d6m
Hide: +3
Skill: Modern Ranged Weapons - Rifle
Mode: B/A
Availability: Controlled
The latest in laser technology, the SR1 is a compact repeating laser weapon. With the addition of burst and full auto fire, the
weapons range is greatly reduced but over all firepower increased. The SR1 is the first laser weapon to see extensive action in the
field. It has been used in many military campaigns and operations.

LL2 Weapon System


Round: 13mm Sabot Round
Range: 90/ 300/ 900
Clip Size: 30 shots, 10 bursts
Accuracy: 0
Max Actions: 2
Fire Power/Type: HI/O
Damage: 4d+4w/ 2d6+2w/ d8+1m
Hide: Yeah Right
Skill: Modern Ranged Weapons - Rifle
Mode: F/B
Availability: Military
The LL2 Rifle is only compatible with the LL2 armor, because it uses the servos and enhanced strength the armor provides to
lift and compensate for recoil. The LL2 rifle is constructed with a special molecular bond that makes the weapon resistant to acid (+2
step bonus on acid rolls). The weapon system is usually only issued when the mission calls for extermination of alien hordes.

M65 Triple Barreled Pulse Rifle


Round: 13mm Explosive Tipped Caseless
Range: 90/ 180/ 650
Clip Size: 100 shots, 33bursts
Accuracy: -1
Max Actions: 4
Fire Power/Type: HI/O
Damage: d4+3w/ 2d4+4w/ d8+1m
Hide: Yeah Right
Skill: Heavy Weapons Direct Fire
Mode: B/A
Availability: Restricted
The M65 can either be hand held or be vehicle mounted. New advances in plastics allow the user to fire it without and
penalty at all. Using the same triangle barrel position as the earlier RN-Magnum the M65 alternates barrels when firing. Mainly used
in the Colonial Marines the M65 has made its place in history, by adding even more fire power to the infantry man.

Arc-9 Bolt Gun


Round: Electrical Current
Range: 30/ 50/ 120

Clip Size: 10
Accuracy: -1
Max Actions: 2
Fire Power/Type: En/G
Damage: 2d4s/ d8+2w/ 2d6w
Hide: Yeah Right
Skill: Modern Ranged Weapons - Rifle
Mode: F
Availability: Military
The Arc-9 commonly called the Lightning Gun, projects a current of electricity similar to a lightning bolt. A once unknown
feature (but now considered an advantage) was that the gun tends to reek havoc on electrical systems, such as computers, generators,
and engines. When the weapon strikes (even accidentally) anything electrical, it shorts out the system (causing double damage).

Shiva-5 Microwave Gun


Round: Microwave Beam
Range: 5/ 20/ 50
Clip Size: 6 shot battery
Accuracy: 0
Max Actions: 2
Fire Power/Type: En/G
Damage: 2d4w/ d8+3w/ d12+3w
Hide: Yeah Right
Skill: Heavy Weapons direct
Mode: F
Availability: Restricted
Affectionately called the Melter by most marines, the Shiva-5 is one of the most destructive weapons ever developed by
man. The Shiva uses microwave technology similar to the 20th century home appliance to literally cook targets from the inside out. If
the target is lucky hell escape the encounter with the Shiva with only 3rd degree burns over most of his body, if unlucky the target will
either be a pile of molten goo, or a pile of ash. Armor doesnt provide much protection versus the Shiva either. If the target is armored
most likely, the armor will either be rendered useless, or fused to the wearers body.

SABO2 Sub Machine Gun


Round: 9mm Explosive Tipped Case Less
Range: 20/ 35/ 100
Clip Size: 7 bursts
Accuracy: 0
Max Actions: 4
Fire Power/Type: HI/O
Damage: d4+1w/ d6+2w/ d4+1m
Hide: +2
Skill: Modern Ranged Weapons - SMG
Mode: B/A
Availability: Controlled
A very small and high-powered SMG, the SABO2 is the criminals friend. Its compact which allows easy concealment, has
a decent ammo capacity, and uses the latest in Explosive Ammo. Some security forces use it as there standard weapon, but sales on the
black market is where the SABO2 realy exceeds.

Sentry Guns
Sentry guns are included here because they really dont change from the time theyre introduced till progression level 9.
Sentry guns are automatic guns that are combined with motion tracking ability. What you get with the combination of the two
technologies is a devastating weapon that shoots anything that moves.
Typical Sentry Gun
Round: 11mm Explosive Tipped Casless
Range: 150/ 500/ 1200
Clip Size: 1000
Accuracy: -1
Fire Power/Type: HI/O
Damage: d6+2w/ d8+2w/ d6+2m
Hide: Yeah Right
Mode: A
Availability: Restricted
The Sentry gun comes in a neatly packed case about the size of a small suitcase. Inside is the gun and a laptop computer that displays
the guns status. The gun is set up in the area that its supposed to guard; the user must then turn the gun on/off using the computer that

comes with it. Once activated the gun uses its built in motion tracker to locate targets. As with the motion tracker, the gun will not
shoot at small animals, bugs or wind. Unfortunately, the gun cant distinguish between friend or foe, so woe to those who stray too
close to one of these guns.
The user and gun to relay information with the computer provided with the sentry. The digital display shows the guns current
status (Ok, Damaged, Destroyed), amount of ammunition remaining and a visual display of the motion tracker. The user can input
commands using the computer, common commands include, ignore targets, shoot specific target, and deactivate.
Sentry guns can also be linked to certain weapons such as the scoped rifle, in which case the gun displays its information
directly into the scope of the gun. The sentry gun can also be aimed to the scoped rifle to pick off individual targets from a group.

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NOTE: All Armor comes with Comm gear as standard issue, please refer to the equipment section of the PHB.

M1 Flak Vest
Composition: Kevlar vest with ceramic inserts
Environmental Tolerance: NONE
Action Penalty: 0
Toughness: Ordinary
LI/ HI/ En: d4/ d6/ d6-2
Hide: Yeah Right
Skill: Armor Operation Combat Armor
Availability: Controlled
The standard military ballistic protection for the past 50years, the Flack Vest combines medium weight and fair protection.
The M1 is used in many different ways, from security duty, local militia, to military use.

Mk35 Pressure Suit


Composition: Insulated, Tear Resistant Fabric
Environmental Tolerance:
Gravity: G0 G3
Radiation: R0 R3
Atmosphere: A0 A4
Pressure: P0 P3
Temperature: H0 H4
Action Penalty: +1
Toughness: Ordinary
LI/ HI/ En: D6-3/ d6-2/ d4-2
Hide: Yeah Right
Skill: None
Availability: Common
A hazardous environment suit, made from the strongest fabric knows to man. The Mk35 is standard issue to anyone in space,
many of them are carried aboard space faring vessels. The Mk35 is not exactly armor, but because of its sturdy construction it
provides minimal protection.

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MK 50 Compression Suit
Composition: Insulated, Tear Resistant Fabric, Ceramic Plates
Environmental Tolerance:
Gravity: G0 G3
Radiation: R0 R4
Atmosphere: A0 A5
Pressure: P0 P5
Temperature: H0 H4
Action Penalty: +1
Toughness: Ordinary
LI/ Hi/ En: d6-1/ d6/ d6
Hide: Yeah Right
Skill: None
Availability: Common
A new and improved version of the Mk35 suit. This one provides the user with greater protection by adding ceramic armor
plates to vital areas of the suit. Although the MK50 is better then the MK35 its still not very useful in combat.

Zero-G Marine Combat Armor


Composition: Tear resistant fabric and ceramic plates.
Environmental Tolerance:

Gravity: G0- G3
Radiation: R0 R3
Atmosphere A0 A4
Pressure: P0 P3
Temperature: H0 H3
Action Penalty: +1
Toughness: Ordinary
LI/ HI/ En: d6+1/ D6+1/ D6-1
Hide: Yeah Right
Skill: Armor Operation Combat Armor
Availability: Military
The Zero-G armor is a modified version of the MK50 environmental suit. Designed to be more flexible the then the MK50,
The Zero-g suffers from severe lack of protection from the elements. Marines that are stationed aboard ships and space stations are
usually equipped with The Zero-G armor.

M3 Armored Vest and Helmet


Composition: Kevlar and Ceramic Plates
Environmental Tolerance: NONE
Action Penalty: +1
Toughness: Ordinary
LI/ HI/ En: d4+1/ d6+1/ d6-1
Hide: Yeah Right
Skill; Armor Operation Combat Armor
Availability: Military
The Mk3 is the standard armor of the C.M.C. Mk3 armor is made up of a Kevlar vest covered in ceramic plates, topped off
with a kevlar helmet. The Mk3 have been used for over 10years as the best protection money can by (or so they say?). The MK3 can
stop most standard rounds, but the bigger gun tend to just blow right through it. Comes equipped with Camera, Vital Signs monitor,
and Infrared vision glass.

M3 Armored Breastplate (usable only with Smart Gun)


Composition: Ceramic Plates
Environmental Tolerance: NONE
Action Penalty: +1
Toughness: Ordinary
LI/ HI/ En: d6/ d6/ d6+2
Hide: Yeah Right
Skill: Armor Operation Combat Armor
Availability: Restricted
The M3 breastplate is what the gyro from the smart gun attaches to, so the only people to use the M3 breastplate are smart
gunners. The breastplates composition is just one huge ceramic plate covering the front, and one in the back. Smart Gunners have
been known to decorate the plates with various drawings and symbols. Comes equipped with Camera, Vital Signs monitor, and
Infrared vision glass.

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M5 Environmental Suit
Composition: Numerous Metals and Ceramics
Environmental Tolerance:
Gravity: G0 G3
Radiation: R0 R4
Atmosphere: A0 A5
Pressure: P0 P5
Temperature: H0 H4
Action Penalty: +2
Toughness: Ordinary
LI/ HI/ En: d6/ d6+1/ d6
Hide: Yeah Right
Skill: Armor Operation - Powered
Availability: Common
The latest in environmental protection, the M5 is used by most civilian sectors. Its battery-powered servos last up to 75hrs of
continuos use before the battery dies. The M5 raises the users strength score to a 15 for purposes of lifting objects. The M5 computer
suite contains a multi-band radio, and a motion-sensing device built into the right arm.

M10 Padded Armor


Composition: Monolar Fabric
Environmental Tolerance: None

Action Penalty: None


Toughness: Ordinary
LI/ HI/ En: d8-1/ d8-1/ d6
Hide: +2
Skill: none
Availability: Controlled
With the breakthrough of the fabric Monolar the light armor, industry has really taken off. The M10 is the latest developed
armor using the new fabric technology. The M10 provides excellent protection with very little weight. The Military has not yet begun
to full make use of the new padded armor types, but does employ some M10 suits in scout and recon units. Monolar has become wide
spread in security use, many police and corporate security units make use of the M10. Comes equipped with Camera, Vital Signs
monitor, and Infrared vision glass.

A13B Survival Armor


Composition: Monolar Fabric and Light metals
Environmental Tolerance:
Gravity: None
Radiation: None
Atmosphere: A2 A3
Pressure: None
Temperature: H1 H3
Action Penalty: +1
Toughness: Ordinary
LI/ HI/ En: d8-1/d8-1/d6
Hide: Yeah Right
Skill: Armor Operation Combat Armor
Availability: Controlled
The A13b is a specially designed suit to protect the wearer in most environmental conditions they encounter. The A13B can
withstand the bone chilling cold of a blizzard or the blazing sun of the hottest desert. Features include a enclosed helmet with
breathing apparatus (10 hrs oxygen, with rebreathing), the oxygen canister can be changed with out interruption of breathing ability.
Comes equipped with Camera, Vital Signs monitor, and GPS receiver.

M17 Contained Environment Armor


Composition: Heavy Metal plates with ceramic bands
Environmental Tolerance:
Gravity: None
Radiation: R0 R4
Atmosphere: A1 A5
Pressure: P1 P4
Temperature: H1 H4
Action Penalty: +3
Toughness: Good
LI/ HI/ En: d6+2/ d6+2/ d6
Hide: Yeah Right
Skill: Armor Operation Powered Armor
Availability: Military
The Militarys heaviest armor currently in use, the M17 reminds many people of the old stories of knights in shining armor.
The M17s draw back is its small power pack, because of the amount of servos the armor uses it requires a new battery after only
12hrs of use. It also contains a motion tracker (right arm) and a communications suite located inside the helmet, and hip compartments
for extra batteries, grenades, or what ever else the user can fit inside. The M17 give the user a strength of 15 for purposes of breaking
and lifting. Comes equipped with Camera, Vital Signs monitor, Infrared vision goggles, and a GPS receiver.

F3C2 Flame Resistant Armor


Composition: Flame resistant fabric, and Heat dissipating ceramics.
Environmental Tolerance:
Gravity: None
Radiation: None
Atmosphere: None
Pressure: None
Temperature: H2 H4(for about 30 seconds)
Action Penalty: None
Toughness: Ordinary
LI/ HI/ En: d6/ d6+1/ d8
Hide: Yeah Right
Skill: Armor Operation
Availability: Restricted

The other half of the F3C2 weapons system, the armor is designed to protect the user from the enormous amount of heat the
F3C2 flame-thrower puts out. The Armor Suit has a special attachment on the back for the flame-throwers fuel source and a small
oxygen tank for when the user fires the weapon.

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LL2 Anti-Alien Armor
Composition: Metal Plates, coated with anti acid gel
Environmental Tolerance:
Gravity: G0 G4
Radiation: R0 R3
Atmosphere: A0 A4
Pressure: P0 P4
Temperature: H0 - H4
Action Penalty: +3
Toughness: Good
LI/ HI/ En: 2d4+2/ d8+2/ d6
Hide: Yeah Right
Skill: Armor Operation Powered Armor
Availability: Restricted
The LL2 is the only armor that can mount the LL2 Weapon System. The LL2 Weapon slides into special clamps under the
users right arm, and locks into place after a lever is thrown near the wrist area. The new development in micro-servos has proven
useful by allowing powered armor to operate longer with out changing the batteries. The Military has found wide spread use for the
LL2, used by assault teams the storm into alien hive and blast everything in sight. Comes equipped with Camera, Vital Signs monitor,
Infrared vision goggles and a GPS receiver.

AC20 Acid-Proof Environment Suit


Composition: Ceramic Plates and Tear Resistant Fabric with anti-acid construction
Environmental Tolerance:
Gravity: G0 G4
Radiation: R0 R4
Atmosphere: A0 A5
Pressure: P0 P5
Temperature: H0 H4
Action Penalty: +2
Toughness: Ordinary
LI/ HI/ En: d8/ d8/ d6
Hide: Yeah Right
Skill: None
Availability: Common
With the threat of everyone encountering aliens, corporations saw the need to make civilian acid-proof environmental suits.
Commonly used by traders, merchants, pirates, salvagers, and most space goers. The AC20 has proven to best in civilian anti-acid
protection.

AC25 Acid-Proof Combat Armor


Composition: Metal Plates
Environmental Tolerance: None
Action Penalty: +1
Toughness: Ordinary
LI/ HI/ En: d8+1/ d8+1/ d6
Hide: Yeah Right
Skill: Armor Operation Combat Armor
Availability: Military
The Ac25 is the standard in military protection during PL9. It is used by almost all-military organizations in existence. The
Ac25 consists of a sturdy metal plate covering the wearers chest and abdomen, with other plates running down the legs and arms. The
anti-acid protection does not completely protect the user from all acid because the armor doesnt cover his whole body. When the user
is struck by acid, allow a +2 modifier to his roll to account for the anti-acid protection. Comes equipped with Camera, Vital Signs
monitor, and Infrared vision glass.

Equipment
Alien RPG also uses equipment detailed in the Players Handbook. Listed below are the names and page numbers you can find the
equipment on. I have also adjusted some of the PL levels at which the equipment is available, please use the PL listed here for items
appearing in the Players Handbook.
Clothing and Accessories:
Communications:
Antiscan Weave: PL7 (page 133)
Comm Gear: PL6 (page 137)
Bioholster: PL7 (page 134)
Medical Gear:
Goggles, Protective: PL4 (page 134)
First Aid Kit: PL4 (page 137)
Utility Harness: PL4 (page 136)
Life Support Pack: PL8 (page 138)
Professional Equipment:
All Pharmaceuticals at listed levels
All Professional Eq at their listed PL.
Sensors:
Miscellaneous Gear:
All sensors at listed level, except gauntlets
All Misc. gear at listed level except gauntlets
Survival Gear:
All survival gear except weight neutralizer

Progression Level 6
Prototype Motion Scanner:
Class: Sensor
Availability: (special)
Cost: (special)
Weight: 30kg
The Prototype Motion Scanner is made up of various sensors, which detect air disturbances. Anyone who possesses the technical
science skill can attempt to create a one if the parts are available (GM discretion). The actual sensor is extends from the front of the
device like a gun barrel. The user simply points it in the direction he/she wants to scan. If something is moving in that area the scan
will let out a buzzing sound to alert the user. There is a small screen on the top of the scanner, which displays the general location of
the movement. The scanner has limited range of 150m and can only track moving objects within a 15-degree arc from the end of the
barrel. It may also track moving objects that the user doesnt want it to such as, moving machinery, large gaseous sprays (steam
spewing from a pipe or other object), or small animals (cats, large lizards, rabbits, etc).
Pocket Computer:
Class: Personal Computer
Availability: Common
Cost:
Weight:
ERS Mask (Emergency Respiratory System):
Class: Survival System
Availability: Common
Cost: 30
Weight: .2kg
The ERS mask is a common sight for any space travel. Its used on all major civilian space transportation, and most people know how
to use it. The ERS is made up of two major parts, the first is a small mask that covers the mouth and nose, the second is a little oxygen
tank connected to the mask by a simple hose system. In case of decompression or other major hazard (toxic atmosphere) the user just
simply slides the mask onto his/her face and hits a button on the tank to activate it. The mask is good in any A1 to A3 environment
and lasts for about 2hrs. The only draw back is in order to change the oxygen tank the user must hold his/her breath while doing so.
Pocket Flashlight:
Class: Light
Availability: Common
Cost: 30
Weight: .1kg
A small light used in hundreds of professions. The pocket light can light up and area of 10meters wide and up to 40meters long. It has
a magnetic strip attached to one side to allow it to stick to any metal surface.
Spot Light:
Class: Light
Availability: Common
Cost:
Weight
A large halogen bulb spotlight used by police, construction workers, and some sneaky hunters. The light has an adjustable beam for
near or far illumination. At its widest setting it can light up an area of 100meters wide up to 250meters long, and at its narrowest
setting it can light up an area of 30meters wide up to 2km.

Plastic Explosive:
Class: Explosive
Availability: Controlled
Cost: 250 (per-brick)
Weight:
Type: LI/G
Damage: 2d4w/ d6w/ d8+1s
Blast Area: 8/20/30
A very easy to use explosive for over 200 hundred years, plastic explosive can be shaped it fit most surfaces. Both military and
civilian personnel use plastic explosive.
Nuclear Device:
Class: Explosive
Availability: Restricted
Cost: (Special)
Weight: 50kg At PL6, about 5kg at PL9
Type: En/A
Damage: (Special)
Still one of the strongest weapons ever created, the nuclear weapon is only used in extreme instances. During PL 6 nuclear weapons
are small and light enough to fit into a suitcase and by PL9 they are only the size of a shoebox. Depending on the destructive power of
the bomb anything from 1km to 20km can be totally destroyed. Nuclear weapons can also be purchased through the black market but
only at very high costs.
Surgical Kit:
Class: Medical Equipment
Availability: Controlled
Cost: 1,500
Weight: 15kg
A suitcase size kit that contains all the necessary equipment for performing surgical operations. Inside the case are surgical tools such
as scalpels, saws, needles and even anesthetic. After all the equipment is removed the case its self can be used as a life sign
monitoring device. The Kit provides a Marginal facility if used in a crude environment (Outside, battlefield, and dirty indoor areas). If
used in a normal environment (indoors with running water, and heat etc.) it provides an Ordinary facility.

Progression Level 7
Motion Scanner:
Class: Scanner:
Availability: Controlled
Cost: 2500
Weight: 5kg
The motion scanner is made up of a small screen, a box (under the screen) containing the ultrasound sensor, and a handle (under the
box). A newly developed scanner used by most military and prison personnel, it is small and very compact device. The scanner sends
out a ultrasonic pulse at 180-degree sweep. This new version can filter out moving objects from the background, it will not pick up
bugs moving machinery (it will pick up robots) and is unaffected by winds. At 200 meters or less the scanner can lock and track
around 200 targets. Ranges greater then 200m the sonic beam becomes narrower only allowing it to lock and track about 50 targets
and the user must aim the tracker at the targets it wants to lock on to. When used indoors the range becomes horrible short because of
the sonic pulses reflecting off walls the scanner is only good for 50m and can return false targets.
Bio Scanner:
Class: Medical Equipment
Availability: Common
Cost: 2000
Weight: 10kgkg
The Bio scanner resembles a small handheld wand attached to a computer monitor by a wire, that is used to diagnose a injured persons
condition. Simply wave the wand over the persons body and the wand relays medical information to the computer screen. The Bio
scanner can identify broken/fractured bones, internal bleeding and Hemorrhaging. It can not identify Diseases, poisons, or other viral
afflictions. The user gets a +2step bonus to his/her Medical Science/ Treatment skill and can heal d4w with the aid of a Bio scanner.
Plasma Torch:
Class
Availability
Cost:
Weight:
Solar Generator:
Class:
Availability:
Cost:

Weight:

Progression Level 8
Anti-Acid Spray:
Class: Medical Equipment/ Professional
Availability: Controlled
Cost: 100
Weight: 2kg
When encountering Aliens acid burns are a serious threat. With the development of Anti-Acid spray acid burns have become less
lethal. The can is simply pointed at the afflicted area and the nozzle depressed to activate the spray. The spray instantly neutralizes the
reactive ability of the acid. The spray can be used not only on people but other objects that have been sprayed by the acid such as
machinery, computers, armor, spacesuits, etc. Anti-Acid spray is so simple to use that anyone can use it there is no skill required. The
spray can lasts for about 10 short sprays (0-10cm area) or 4 long sprays (10-30cm area).
Wrist Computer
Class: Computer Equipment
Availability: Common
Cost: 100
Weight: .5kg
Entire personal computers on your wrist that can check your email, conduct banking transactions, read news, and play games. Just
about everyone, starting at the age of 7 owns a wrist computer, almost all daily activities can be completed using the computer. Do to
the advances in microcomputers, people can organize hundreds of gigabits on the tiny machine. Some models can even operate you
household items such as lights, TV and any electrical appliance. All Wrist Computers have a tiny port on the side that can be used
with a special cable (included) to plug into any computer.
Sentry Guard
Class: Survival
Availability: Common
Cost: 1500
Weight: 20kg
The sentry guard is a unique system that keeps an eye out for you when you sleep. The system come with 8 sensor poles and a receiver
computer. You take the poles and stick them in the ground and activate the little motion sensor on top of it. The poles can sense
movement up to 30meters, so its best to stake the poles about 50-60meters apart at most. When the poles detect movement they will
send an alarm signal back to the receiver, and the receiver alerts the users by sending out a loud Klaxon. The receiver can be up to
50meters away from the poles and still be effective. The receiver is equipped with a simple computer screen that displays the relative
location of the sensors in the area, it can also display the location where the perimeter was breached.
Medical Droid
Class: Medical Equipment
Availability: Common
Cost: 15,000
Weight: 35kg
Game Data:
Str: 4 Dex: 5 Con: 5 Int: 14 Wil: 6 Per: 2
Durability: 5s/ 5w/ 3m/ 3f
Movement: 4 walk (tracks)
Action Check 14/7/3
Actions 3
Size: A little over 1meter tall
Processor Quality: Good (10 active slots)
Programs: Medical Science Medical Knowledge 2, Medical Science surgery, Medical Science Treatment 3
The medical droid has been in production for about 50-60 years. The early droids usually ended up harming the patient severely
instead of helping them. With the development of new robotic arms and better Artificial Intelligence the door has finally opened for
wide spread use of medical droids.
Fire Grenade:
Class: Professional Equipment
Availability: Common
Cost: 100 for a pack of 3
Weight: 5kg per grenade
Area of Effect: 10meter sphere
The fire grenade is a simple fire-fighting device. You pull the pin and throw the grenade into the fire you wish to put out. Five seconds
after the pin is pulled the grenade goes off with a loud pop. After the grenade explodes, it blankets the area with ABC fire-fighting
foam.

Progression Level 9
Anti-Acid Gel:
Class: Medical/ Professional
Availability: Common
Cost: 100
Weight: 5kg bucket

Anti-Acid Gel is an improvement over the earlier spray version. The Gel can be used to neutralize acid on contact it can be applied to
human skin with out side effect, but if left on for a long period it can create a bad skin rash. The advantage of the gel is it can be
applied to people of surfaces before acid contact, which makes the object coated immune from all effects of acid. If used on complex
moving machinery the gel tends to jam the gears, moving parts, servos etc. If the applied surface suffers 5 or more wounds from any
attack the gel is rubbed off or destroyed and is rendered useless. The gel is simple to apply and no skill is needed to use it.
Zeno-Zip:
Class Medical
Availability: Restricted
Cost: 100,000 Bottle of 20 (on black market)
Weight: .2kg
Zeno-Zip pill is made from the Royal Jelly of the Aliens Species. It was found to have a strange effect on humans if take in small
doses (large amounts cause death!). Once the pill is swallowed it almost immediately takes effect, the user feels a lot of discomfort in
the brain as the pill alters the chemical balance. The user then becomes a combat monster, he/she gets the strength of 5 men, the speed
of a cheetah, and a pain resistance unknown to man. Side effects that occur in some users are seizures, various mental illnesses, heart
failure, respiratory failure, and brain damage (lower Intelligence by 2pts.). The pills are highly restricted and hardly ever used. It has
leaked out into the black market and can be found for sale if you know the right people. If the PCs take the drug make them roll a
constitution check and consult the table below. Zeno- Zip last for 10 combat rounds per pill, if more then one pill is taken treat any
Critical Failure as death, and any Failure as either death, or three side effects.
Roll Result
Critical Failure = Instant Death (Gm Discretion) or use three side effects above.
Failure = add +3 to Strength, Constitution, and Dexterity, but the user becomes psychotic and attacks anything in sight.
Ordinary = add +2 to Strength, Constitution, and Dexterity, but the user must be hospitalized for 5 days after it wears off.
Good = add +2 to Strength, Constitution, and Dexterity, but the user will pass out after it wears off for 5 combat rounds.
Amazing = add +3 to Strength, Constitution, and Dexterity, without any side effects.

Aliens
Notes on Aliens and Acid Spray: All Melee and Ranged Attacks cause Acid Spray, unless other wise noted. Use the rules for
Acid splash on page 57 of the Gamemasters Guide. First, Work out the Damage of the attack against the Alien as normal.
Then calculate the acid spray as follows, the acid will spray out of the Aliens Body in a 45-degree arc anyone caught in the
arc will be a target. Each description of different types of Aliens will state how far the acid will spray. NOTE: Flame,
Electricity, and Lasers will not cause acid spray.

Alien Drone
Strength: 11 (+1) Willpower: 12 (+1)
Dexterity: 11 (+1)
Intelligence: 9
Constitution: 9 Personality: 2
Durability: 9s/ 9w/ 5m/ 5f
Movement: 22 sprint, 14 run, 4 walk, jump 10
Reaction Score: Good/2
Attacks
Claws X2
Teeth
Tail
Tongue

Action Check 10/ 5/ 2


Actions: 2

Score

Damage
14/ 7/ 3 d4w/ d4+1w/ d6w
12/ 6/ 3 d4+1w/ d4+2w/ d6+3w
12/ 6/ 3 d4w/ d6w/ d4m
14/ 7/ 3 d4+2w/ d6+3w/ d4+1m HI/0

Power/Type
LI/O
LI/0
LI/O

Skills
Athletics: 11/ 5/ 2
Acrobatics: 11/ 5/ 2
Climb: 13/ 6/ 3
Dodge: 13/ 6/ 3
Jump: 13/ 6/ 3
Fall: 12/ 6/ 3
Melee Weapons: 11/ 5/ 2
Stealth: 11/ 5/ 2
Blade: 12/ 6/ 3
Hide: 13/ 6/ 3
Stamina: 9/ 4/ 2
Awareness: 12/ 6/ 3
Endurance: 11/ 5/ 2
Intuition: 13/ 6/ 3
Resist Pain: 13/ 6/ 3
Perception: 14/ 7/ 3
Investigate: 9/ 4/ 2
Search: 10/ 5/ 2
Track: 11/ 5/ 2
Attack Information: In combat the Alien will always attempt to close in on its prey one way or another. It Prefers to
use its two claws to attack, because its main objective is to try bring new host back alive. In order to use its powerful
tongue attack it must first hit with two successful claw attack (which grapples the target), then it can use its tongue attack
with its next action.

Defense Information:
Armor: d4+2LI/ d6HI/ d4En
+1 versus all melee attacks.
+1 versus all ranged attacks.
Acid Spray: rules given above, acid sprays 2 meters from body.

Ecology: The Alien drone is the workhorse of the alien species. It does all the major hive construction, gathering of food
and prisoners, and it even does the majority of the fighting. There are more drones in the hive community the any other alien
class, they usually outnumber soldiers ten to one.

Alien Soldier
Strength: 13 (+2) Will Power: 10
Dexterity: 12 (+1)
Intelligence: 9
Constitution:
11 (+1) Personality: 2
Durability: 11s/ 11w/ 6m/ 6f
Movement: 24 sprint, 16 run, 6 walk
Reaction: Good/2
Attacks
Claws X2
Teeth
Tail

Score

Damage
15/ 7/ 3 d4+1w/ d4+2w/ d6+2
14/ 7/ 3 d6w/ d6+1w/ d4m
14/ 7/ 3 d4+2/ d6+2/ d4+1m

Action Check: 10/ 5/ 2


Actions: 2

Power/Type
LI/O
LI/O
LI/0

Tongue

14/ 7/ 3 d6+1w/ d6+2w/ d6m

Skills
Athletics: 13/ 6/ 3
Climb: 15/ 7/ 3
Jump: 15/ 7/ 3
Melee Weapons: 13/ 6/ 3
Blade: 14/ 7/ 3
Unarmed Attack: 13/ 6/ 3
Brawl: 15/ 7/ 3
Stamina: 13/ 6/ 3
Endurance: 14/ 7/ 3
Resist Pain: 15/ 7/ 3

HI/O

Acrobatics: 12/ 6/ 3
Fall: 13/ 6/ 3
Dodge: 15/ 7/ 3
Stealth: 12/ 6/ 3
Hide: 15/ 7/ 3
Sneak: 14/ 7/ 3
Awareness: 10/ 5/ 2
Perception: 12/ 6/ 3
Intuition: 11/ 5/ 2

Attack Information: In combat the Alien will always attempt to close in on its prey one way or another. It Prefers to
use its two claws to attack, because its main objective is to try bring new host back alive. In order to use its powerful
tongue attack it must first hit with two successful claw attack (which grapples the target), then it can use its tongue attack
with its next action.
Defense Information:
Armor: d6+3LI/ d6+2HI/ d4+1En
+2 versus all melee attacks
+1 versus all ranged attacks
+1 versus all constitution checks
Acid Spray: rules given above, acid sprays 2 meters from body.

Ecology: The soldier is stronger and faster then any other alien with the exception of the Queen. The soldier is the elite
guard of the Queen. They spend most of their time caring and protecting the queen. Soldiers make up the smallest class in the
alien hive. They only account for 1% or 2% of the total hive population, and never really leave the hive.

Face Hugger
Strength: 9
Will Power: 10
Dexterity: 12 (+1)
Intelligence: 9
Constitution: 5 Personality: 2
Durability: 5s/ 5w/ 3m/ 3f
Movement: 20 sprint, 12 run, 4 walk
Reaction Check: Good/2
Attacks
Tail (strangle)

Score
Damage
12/ 6/ 3 (Special)

Skills
Athletics: 9/ 4/ 2
Jump: 14/ 7/ 3
Melee Weapons: 9/ 4/ 2
Bludgeon: 12/ 6/ 3

Action Checks: 10/ 5/ 2


Actions: 2

Power/Type
LI/0

Acrobatics: 12/ 6/ 3
Dodge: 14/ 6/ 3
Fall: 13/ 6/ 3
Stealth: 12/ 6/ 3
Hide: 14/ 6/ 3
Sneak: 13/ 6/ 3

Attack Information: If tail attack is successful then target is grappled and strangled as per the rules for strangulation on
page 61 of the Gamemasters Guide. Also a Penalty of 2 steps is given to the target for trying to break free. Other Characters
or NPCs can help the target break free. Characters or NPCs with a strength score of 7 10 add a +1 step modifier the
strength check of the target. Characters or NPCs with a strength score of 11 12 add a +2 modifier, and characters with a
Strength of 13 or more add a +3 to the targets strength check.
Defense Information:
Armor: NONE
+1 versus all ranged attacks
Acid Spray: Rules given above, acid sprays .5 meters from body.

Ecology: The face hugger, is the alien that hatches from the egg the queen lays. As soon as it hatches, the Face Hugger
leaves the hive in search of a victim. The Face Hugger carries a tiny alien embryo that it will inject into the victim, after it has
immobilized it. Face Huggers dont have a long life span they will only live a few weeks after they hatch.

Chest Buster
Strength: 8
Will Power: 8
Dexterity: 10
Intelligence: 7
Constitution: 8 Personality: 2
Durability: 8s/ 8w/ 4m/ 4f
Movement: 18 sprint, 12 run, 4 walk
Reaction Check: Godd/2
Attacks
Bite

Score

Damage
10/ 5/ 2 d2w/ d2+1/ d4+1w

Action Check: 9/ 4/ 2
Actions: 2

Power/Type
LI/O

Skills
Athletics: 8/ 4/ 2
Stealth: 10/ 5/ 2
Jump: 10/ 5/ 2
Hide: 12/ 6/ 3
Melee: 8/ 4/ 2
Sneak: 11/ 5/ 2
Blade: 10/ 5/ 2
Acrobatics: 10/ 5/ 2
Dodge: 12/ 6/ 3

Attack Information: Basically defenseless, the chest buster will flee from any hostile creature and then attempt to hide
at its first opportunity.

Defense Information: Acid Spray, use rules above, acid sprays about .5 meters from body.
Ecology: The Chest Buster is what develops from the embryo that the Face Hugger implants into the host. Being small and
very weak, the Chest Buster will try to find a safe place to hide until it grows into a fully developed alien. The amount of
time it needs to become fully grown is only about 1 to 4 days (1d4).

Queen
Strength: 16
(+3)
Dexterity: 13
(+2)
Constitution: 15 (+3)
Durability: 15s/ 15w/ 8m/ 8f
Movement: 30 sprint, 20 run, 8 walk
Reaction Check: Good/3
Attacks
Claws X2
Teeth
Tail
Tongue
Ram

Will Power: 12 (+2)


Intelligence: 11 (+1)
Personality: 4
Action Check: 12/ 6/ 3
Actions: 3

Score

Damage
Power/Type
17/ 8/ 4 d6+1w/ d6+2w/ 2d6+2w LI/O
17/ 8/ 4 d8w/ d8+2w/ d6+1m
LI/O
17/ 8/ 4 d6+1w/ d8+2w/ d6+1m LI/O
17/ 8/ 4 d8w/ d4m/ d6m
HI/G
17/ 8/ 4 d8s/ d6+1w/ 2d4+1w
LI/O

Skills
Athletics 16/ 8/ 4
Climb: 18/ 9/ 4
Jump: 18/ 9/ 4
Melee Weapons: 16/ 8/ 4
Blade: 17/ 8/ 4
Bludgeon: 17/ 8/ 4
Unarmed Attack: 16/ 8/ 4
Brawl: 17/ 8/ 4
Stamina: 15/ 7/ 4
Endurance: 16/ 8/ 4
Resist Pain: 17/ 8/ 4

Acrobatics 13/ 6/ 3
Dodge: 14/ 7/ 3
Fall: 14/ 7/ 3
Stealth: 13/ 6/ 3
Hide: 15/ 6/ 3
Sneak: 14/ 6/ 3
Awareness: 12/ 6/ 3
Intuition: 13/ 6/ 3/
Perception: 14/ 6/ 3
Investigate: 12/ 6/ 3
Track: 14/ 6/ 3
Search: 13/ 6/ 3

Attack Information: The Queens preferred mode of attack is Ram and Tail. The Queen must be at least 10 meters
away to attempt a ram attack.
Defense Information:
Armor: 2d6+1LI/ 2d6HI/ 2d6-2En
+3 versus Melee attacks
+1 versus ranged attacks
+2 versus constitution checks
+1 versus will power checks
+1 versus intelligence checks
Acid Spray: Use rules above, acid sprays 4 meters from body.

Ecology: There is always only one Queen alien controlling the hive. She is in complete control of everything that goes on
in the hive. When a hive becomes too large a new baby queen will be born, which will leave the nest immediately to start her
own community. The Queen rarely fights and relies on the Alien Soldier to protect her at all times. On rare occasions the
queen will detach herself from the egg layer and fight on her own.

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