aliens campaign

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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 Nostromo’s 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 PC’s 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 PC’s. They could a deep space exploration team sent out to survey new planets for earth’s 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 wouldn’t 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 wouldn’t 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 PC’s we encountering them, someone in command would want the PC’s 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 colony’s 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 Sulaco’s 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 prison’s 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 it’s 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 I’ll just improve on the ideas above. If the PC’s 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 PC’s 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 PC’s could be marines assigned to a science team or they could be the scientists. It’s always good to throw in one NPC that is similar to Carter Burke from the movie. If you didn’t 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 PC’s 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.

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Page 1: Aliens Campaign

CCaammppaaiiggnn IIddeeaass aanndd PPrrooggrreessssiioonn LLeevveellssProgression 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 aliendistress call from the yet unsurveyed planet LV-426. When they arrived at the planet they located a crashed alien ship. Insidethe alien craft the crew found thousands of alien eggs, and one of their members was infected with an alien embryo. After thealien matured it proceed to kill all but one of the Nostromo’s crew. Lt. Ripley the sole survivor of the encounter was nowadrift in space aboard an escape shuttle.Campaign Ideas: First Contact

First and foremost the easiest campaign would be to cast the PC’s as the crew of the Nostromo. The GM could justchange 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 PC’s. They could a deep spaceexploration team sent out to survey new planets for earth’s colonization. They could find a world near the edge of exploredspace that is strangely devoid of any animal life. Let them find clues that there was once civilization and wildlife on theplanet. Maybe they could find some ancient writings or pictograms depicting a strange and deadly plague that swept over theplanet thousand of years ago. Of course, they wouldn’t find any evidence of Alien involvement because they died out manyyears 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 wouldn’t you?) remember too keep the numberof aliens to less then 5-10. The Aliens are very strong and the weapons and armor of the time are not suited to fight thecreatures. Also during this time the alien is very valuable and if word got out that the PC’s we encountering them, someone incommand would want the PC’s to see if they could possibly capture one since this is the first time any human hasencountered 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 Corporationwhat happened on LV-426 and her crew. The Corporation see the value of such a species of alien and secretly plans tocapture one. Lt. Ripley is sent back into space along with Colonial Marines and a corporate adviser, aboard the Sulaco toinvestigate 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 Aliensevolvement in the demise of the colony. After finding the alien hive located in the colony’s atmospheric processing plant, andengauging the aliens they learn that the Weyland-Yutai Corp sent the colonists to the crashed alien craft on purpose. TheTeam also located a totally new alien, one never before seen, the deadly Queen Alien. Very few of the expedition teamsurvived 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 damagedandroid Bishop, all was fine (or at least they thought). Unknown to anyone on the ship the queen alien had deposited an eggor two. When the eggs hatched their acid blood caused a fire one the ship. The Sulaco’s computer core detected the fire andimmediately jettisoned the hyper-sleep chambers in an EEV pod. The EEV crashed on a little know prison planet named Fury161. Lt. Ripley was the only survivor of the crashed pod. Now inside the prison Ripley learned that the alien caused the fireaboard the ship, and that one of the crewmembers maybe infected with an alien embryo. Meanwhile the prison’s corporateofficer 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 thecorporation was on it’s way and that she was the one carrying the alien embryo which was a Queen. Fearing that the Corpwould 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 I’ll just improve on the ideas above. If the PC’s in PL6 either found evidenceof or a live alien the Weyland-Yutani Corporation will definitely want to investigate the matter. So they would send the PC’sback to the planet with more firepower and maybe even marines. Their job will be to capture or contain the alien threat. Besure to remember that the Corporation will have it own agenda on what they want to do with the aliens, to use them asbiological weapons.

If you want to start your campaign in PL7 the PC’s could be marines assigned to a science team or they could be thescientists. It’s always good to throw in one NPC that is similar to Carter Burke from the movie. If you didn’t 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 PC’s will be out classed. In order to avoid getting yourcharacters slaughtered keep the number of aliens low. Weapons and armor are getting stronger, but there is still no anti-alienor 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 Corporationsalvages the Sulaco, and seals off the remains of the prison colony on Fury 161. Only a select few top officials even knew ofthe creatures’ existence, and even less knew the danger it brought with it. Those that did know exactly what happened tried toforget about what was and could have been.

Page 2: Aliens Campaign

Then, mysteriously colonies on the outer edge of explored space began to disappear. Neighboring coloniesdispatched 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 likewild fire. Earth mobilized quickly and sent many doctors and scientists to add the dying colonies. The medical teams arrivedat 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 aminimum. Unfortunately the Corporation had double motives once again, they sent the marines their to aid the scientists intheir 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 dronesdied 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 withaliens in just a matter of weeks. To some people there is no safe place from the persistent alien species.

In this time period PC’s could be the helpless colonists trying to defend their homes from the alien threat. As theypray for help from Earth they could be struggling to stop the alien infection from spreading any further then where it’s atnow.

The PC’s could also be part of the science team sent from earth to battle a deadly plague, but instead the find theplanets swarming with aliens. They could try to help the colonists develop a vaccine or drug to counter act the embryoimplantation. If one of the PC’s has a high surgery skill he/she can attempt to remove the embryo from the colonists.

If most of your PC’s are combat spec’s you could run a military campaign. The PC’s 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 forfurther study.

Weapons and Armor are getting better, anti-acid spray and anti-alien weapons come into play in the middle of thisProgression level. Alien encounters in border worlds will be a common thing. If your PC’s want to be fighting like crazyright 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. Earthfears the worst, and begins to build sealed, self-contained space stations in the hopes of saving some people. Thousands havedied, thousands are infected on a thousand different worlds the outlook is grim. Marines have now become the standardpolice force, herding hundreds of civilians to designated testing centers. Since no cure for the alien embryo infection is insight, anyone diagnosed with the infection is shot. Riots near testing centers are common place, Marines are shooting peoplein 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 weeksof patient zero, alien hives are found in subways and in civilian areas. Riots break out in major cities, as it seems thegovernment is doing nothing to control the epidemic. Testing centers are set up at all major spaceports, in an attempt toevacuate as many non-infected civilians.

The process of testing and evacuating the civilian population is long and tedious. Dozens of hives are located in allmajor populous centers, and more appear every day. Earth’s officials are left with one final option, abandon the evacuationprocess 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 Earth’s surviving political personnel isaboard the sealed space stations. Marines have been recalled from earth’s surface because the battle is considered lost.

Earth’s remaining government decides to make another critical choice. They can not let man’s home world bedominated 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 withease, and armor that is resistant to alien blood are developed in this period. Still there is no vaccine to prevent embryoimplantation, the only way to get rid of the embryo is to have it surgically remove. Surgical removal is a long and dangerousprocess 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. Withthe Alien plague spreading to just about even known world the Gm will always have adventure ideas for any kind ofcampaign.

Marines have their work cut out for them in this era. They are now equipped to deal with the alien forces, but are outnumbered more then ever. Marines also have the despicable task of policing the civilians at the testing centers. The once eliteC.M.C is now at an all time morale low. They believe the fight is lost, shooting civilians isn’t their job, and bureaucrats arejust thinking of themselves. Not only do the marines have aliens to worry about, the ever present Cult of the Messiah isactually 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, manyscientists are sent with marine escort into alien hive to attempt to locate an answer. PC’s could still be searching for thevaccine 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. Mostweapons 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

Page 3: Aliens Campaign

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

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CChhaarraacctteerr CCrreeaattiioonnThis 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

aren’t 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 thecharacters get injured.

Final Word: The characters should have a well-balanced team. Try to take a diverse set of skills because you’re probably going toneed them. If the characters are all military, make sure there is a Medic, and Heavy Weapons Man, and at least one character withTechnical 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 othervehicles. A Doctor with lots of Medical Skills is also helpful. Again, have a character that can fix broken equipment with theTechnical Science skill.

Combat Spec Careers. Diplomat CareersColonial Marine Military Officer (Diplomat/Combat Spec)Heavy Gunner Corporate AdvisorSpecial Forces AmbassadorMercenary Corporate BureaucratCorporate Security Trader

Free Agent Careers Tech Op CareersBounty Hunter ScientistCorporate Special Operative Xeno-Specialist(PL8 or greater)Explorer PilotCorporate Spy EngineerReporter Doctor

Corporate ScientistCombat Spec CareersColonial Marine

The Colonial Marine is the standard grunt in the Marine Corps. Marines come from all walks of life from rich to poor, andsuccessful and unsuccessful people. If he is an officer, he worked his way from the very bottom to where he is now. Marines aretrained 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 RangedWeapons, Melee Weapons or Unarmed Combat. Armor is part of the every day life of marines too, so Armor Operation should also beconsidered as a basic skill.

Skill PackageArmor Operation – Combat Armor, Modern Ranged Weapons- Rifle, Athletics –Throw, Tactics – Infantry. Total

Cost = 22ptsHeavy Gunner

The Heavy gunner is a specially trained Colonial Marine that specializes in weapons of mass destruction. He is fully trainedin missile launchers, flame throwers, assault cannon, and any other heavy weapon. A Heavy Gunners’ job is to give heavy support to amarine 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 maintarget in the combat squad. Modern Ranged Weapons is another skill of choice in case he suddenly find himself without a heavyweapon or he is unable to use it because of confined spaces. Lastly, any heavy gunner should consider taking Technical Science so hecan keep the squads weapons in good shape.

Skill PackageHeavy Weapons – Direct and Indirect, Armor Operation – Combat Armor, Modern Ranged weapons - SMG, Total

Cost = 28ptsSpecial Forces

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

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soldier in the galaxy. He is not only a killing machine, but is also intelligent, it’s better to out wit your opponent to overwhelm himwith 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, soonly a few characters with good ability scores will be able to choose this kit. He should have Survival, since he’ll be away fromfriendly supplies for a long time. Stealth is a good choice for sneaking around behind enemy lines. Demolitions are a good option tohave, since blowing up vital enemy buildings is his normal task. Lastly, when all else fails he should rely on Armor Operation andModern Ranged Weapons.

Skill PackageArmor 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 orsome of the special corporate security forces. A Mercenary usually offers his services to the highest bidder, he doesn’t care what hisjob 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 choicebecause a dead Mercenary can not collect his pay. Unlike some other careers, the mercenary may need Interaction or Business skills tobe able to negotiate a good deal with his clients.

Skill PackageArmor Operation – Combat Armor, Modern Ranged Weapons – Rifle, Business – Illicit Business, Interaction –

Bargain and Intimidate. Total Cost = 29ptsCorporate Security

The Corp Security forces provide almost all the protection for corporate buildings, and information. Even at a small corporateown building, you can find at least a dozen of these trained police. They have been numbers of incidents where Corp Security haveabused their authority and injured or killed people. Little is done about these events because everyone is afraid to speak out aboutthem, so life goes on as usual.

Security Personnel does a variety of jobs in corporate society. They investigate espionage and theft, protect against riotersand demonstrators, and they even are sometimes ordered to carry out acts of violence against the corporations’ enemies. He needsskills 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 PackageArmor Operation, Melee Weapons – Bludgeon, Ranged Weapons – Pistol, Security – Security Devices, Total Cost

= 25pts.Diplomat CareersMilitary Officer

Unlike the combat spec career of solider, the Military Officer is specifically trained to be an officer. He didn’t work his wayup through the ranks he just finished some classy military school coarse. He usually doesn’t 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 thefearless 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 choiceas is Modern Ranged Weapons – Rifle. He should also have Tactics and the specialty skill under it that tells what offer he is, likeSpace, Infantry, or Vehicle. Culture and Administration are good to have when shooting just won’t work.

Skill PackageArmor Operation, Modern Ranged Weapons – Rifle, Administration, Tactics, Culture, Total Cost = 31pts

Corporate AdvisorThe Corp Advisor is the eyes and ears or the corporation. He can accompany military units on missions and report back to his

HQ after it’s finished. Many people distrust the Advisor and they have good reason, sometimes the corporation has it’s own agendafor a particular mission and will double cross his team mates in order to complete his secret mission. There are a few moral advisorsthat 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 Businessskills such as Business, Computer Science, Deception, and Interaction these skills are very important to him. If he is intended to seecombat often you may want to take a better Ranged Weapon Skill or Armor Operation.

Skill PackageModern 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 inthe corporate hierarchy. The Bureaucrat makes some of the most important decisions about the companies’ future. He can hire and firepeople at will, and if he’s really important, he can even order strikes on other companies, or assassinations. Rarely anything doneabout the criminal acts committed by the Bureaucrat because most fear that if they did they’d 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

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skills include Modern Ranged Weapons – Pistol because you never know when a junior exec may want a promotion. Most Businessskills are needed, as is Bureaucracy. Lastly, any Bureaucrat should think about taking the specialty skills listed under the Interactionskill. Skill Package

Business – Corporate and Illicit, Knowledge – Computer Operation, Law, Administration, Culture – Etiquette(Corporate), Interaction – Bargain, Total Cost = 22Trader

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 goodthey can an can’t carry. If he’s a private contractor, he usually has his own ship that is paid for or on a lease. Corporate Traders aresupplied with a ship to use as long as it’s 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 himout of a bind, so Modern Ranged Weapons Pistol is not a bad choice either. Sometimes Deception Bluff or Bribe can stop customagents from seizing his precious cargo, and if he don’t 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 CareersBounty Hunter

The Bounty Hunter hasn’t changed in years, he is still the man to call if you want to bring a wanted man/woman to justice. Ofcourse, there is a price for his services and sometimes it is very high. The Bounty Hunter “usually” obeys the law when bringingcriminals to justice, but the don’t have all the restrictions that Police Officers do. Some (Usually Police) don’t care for the BountyHunters’ 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 don’t want to come quietly, Modern RangedWeapons also help them change their minds. They can also benefit from Melee Weapon Bludgeon to help get people under controlinstead of shooting them. Law is also helpful so the Hunter can make sure he doesn’t break any laws that could get him in trouble.Lastly, He should make good use of interaction skill because just muscle won’t get you far.

Skill Package:Armor Operation, Unarmed Combat –Power Martial Arts, Modern Ranged Weapons – SMG, Stealth – Shadow.

Total Cost: 35ptsCorporate Special Operative

There isn’t much to say about the Corp Special Operative, other then he’s the guy the Corporations call when they need aproblem fixed. He is a very dangerous man, the corporation employing him now maybe his next target if another offers him moremoney. Needless to say, Operatives don’t usually live long, but there are a few that have made quite a name for themselves. They needto be able to know when they’re 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 awaywith problems silently. Demolitions and Stealth are also skills to consider when playing this Kit. Acrobatics Dodge is good for whenbullets 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:

33ptsExplorer

The Explorers are in very high demand. The galaxy is crowded and every corporation is looking for a new world to test theirterra-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 employedby 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 can’t get anywhere you can’t explore. Movement and survival will help keep the Explorer to where heis going and make sure he gets their alive. Modern Ranged Weapons is always good for shooting things that would like to make ameal of you. Even though it’s 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: 28ptsCorporate Spy

Do you want to get the latest scoop on your competitors new products or maybe get your hands on the information they haveon 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 youropponent. He can sneak in quietly in the night, or work undercover from the inside and gain the trust of your adversaries. Spies aresomewhat trust worthy, they are not respectable or honorable but if you keep paying him, he’ll 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 RangedWeapons Pistol. If he likes to break into places, he should take the Sneak and acrobatics broad skills. The Spy prefers not to use armor

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because he doesn’t like to be restricted in his movement, and encumbered. Computer Operation and Computer Science are also goodto 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 willwrite 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 frontline 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 CareersScientist

A Scientist is a broad term he/she can be anything from an Inventor, Biologist, Chemist or even a Field Researcher. TheScientist career is a high paying one, due to the fact his work is very tedious and time consuming. He has probably attended one of thegalaxies finest Universities, where he studied for at least 4 years. Scientist don’t usual carry or use weapon they rely on the fewcombat 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 agood starting point for any scientist. After he has chosen the broad skill he should pick some fields of study from the specialty skillsunder 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: 25ptsXeno-Specialist

Xeno-Specialist is a career that is only available in PL8 or greater. He is a master at understanding the Alien species. Heknows their life cycle and their biology. The Xeno Specialist strives to understand the Alien more, either to destroy it or for his owndark 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 can’t 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: 25ptsPilot

The Pilot can operate many different kinks of vehicles. With out him there would be no exploration into space. He can beemployed, privately, corporately, or militarily. The pilot can operate, planes, space ships, landers, or even tanks. No matter what hepilots 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 Landis 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 theground.

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 ecstaticabout new technology or mabe he ones of those that always says, “They just don’t 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 shouldn’t have blastedthat panel in the first place. He needs system operation – engineering if he’s aboard a huge star ship.

Skill Package:Computer Science – Hardware, Technical Science – Jury Rigging/Repair, Technical Knowledge. Total Cost: 21pts.

DoctorDoctors 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 doctornever, 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 he’s a surgeon heshould have the surgery specialty skil. If he is a pharmacist, Physical Science – Chemistry is going to be his most useful skill. Otherskills to consider are Life Science –Biology and Genetics.

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

Corporate ScientistThe Corporate Scientist doesn’t 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 it’s totally wrong. The Corp Scientist issometimes 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 LifeScience broad skill is a good starting point. After he has chosen the broad skill he should pick some fields of study from the specialtyskills 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

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AndroidsAndroids 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, andscientific personnel. Most Colonial Marines consider them as a valuable asset. When they’re used, as illegal soldiers the advantagesincrease dramatically, Android don’t need any food or water to survive just a small recharge unit so they can keep their batteries in topcondition.

Android construction mainly stays the same though out all the Progression Levels. Their skeleton is made up of high-densitycarbon fiber with special servos and actuators for joint movement. The muscles and skin are incubated in chemical vats, these are thenattached to the endo-skeleton and powered miniature hydraulics or electrical impulses. The android is supplied with power from asmall hydrogen fuel cell located in the chest cavity, which last about 400days before a recharge is needed. The one major drawback ofthe synthetic human is, the muscles must work constantly with the CPU to keep its balance. This puts considerable strain on all theengineered muscles, which eventually break down due to stress. With out constant maintenance the muscles would become useless inabout a year’s time. According to the “Proper Android Maintenance Guide” published by the Weyland-Yutani Corporation you shouldhave 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 fortheir androids. None of the other designs worked very well mainly because humans weren’t able to relate to the design. People treatedthese experimental designs for basically what they were “machines”. The most popular design is the Weyland-Yutani standard designtemplate; these androids are male or female around 40yrs of age. Since Marines tend to be trained to kill the enemy androids can alsoplay 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 offast accessing RAM and 1.2 petabyte of storage space androids can act as information couriers. On missions with Marines they canretrieve important information for who ever needs it. Androids rely on visual sensory input to gather information of theirsurroundings. Corporations have yet to develop a human like functioning eye, so androids are stuck using the latest in video capturingcameras. By use of these cameras the android has several video options such as low light amplification, infa-red, but he can only see intwo dimensions. Another advantage of the androids visual imaging is he can display important information on his visual display, suchas 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 ofenvironments and science a useful resource. Some Marines even consider “certain” androids lucky or unlucky depending on theandroid’s service record.

Even though the androids place is in combat units they don’t stand up well against small arms fire. Their skeleton is strongerthen humans but their other computer and synthetic parts damage easily. Androids differ from humans when suffering injury, androidscan take horrendous amounts of damage and still function (somewhat). Androids still suffer from the same enviromental problemshumans do. They don’t need and oxygen atmosphere to breath but a acidic or corrosive one will melt them quickly, just as highgravity will crush and a no pressure vacuum will bust them like a balloon.

Typical Combat Spec AndroidStrength: 14 (+2) Intelligence: 11 (+1)Dexterity: 12 (+1) Will Power: 10Constitution: 9 Personality: 7

Action Check: 14/7/3 Movement: 26 Sprint, 16 Run, 6 Walk Actions Per Round: 2Durability: 9 stun/ 9 wounds/ 5 Mortal/ 5 fatigue

Skills:Athletics: 14/7/3 Knowledge: 11/5/2Armor Operation 14/7/3 Computer Operation 3: 14/7/3

Combat Armor 2: 16/8/4 First Aid 2: 13/6/3Melee Weapons: 14/7/3 Awareness: 10/5/2

Blade 1: 15/7/3 Survival: 9/4/2Modern Ranged Weapons: 12/6/3 Tactics: 11/5/2

Rifle 3: 15/7/3 Infantry 2: 13/6/3Vehicle Operation: 12/6/3

Typical Tech-Op Android.Strength: 13 (+2) Intelligence: 14 (+2)Dexterity: 12(+1) Will Power: 9Constitution: 7 Personality: 7

Action Check: 13/6/3 Movement: 24 Sprint, 16 Run, 6 Walk Actions Per Round: 2

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

Skills:Athletics: 12/6/3 Life Sciences: 14/7/3Survival: 7/3/1 Medical Sciences: 14/7/3Acrobatics: 12/6/3 Medical Knowledge 2: 16/8/4Vehicle Operation: 12/6/3 Treatment 1: 15/7/3

Land 2: 14/7/3 Physical Science: 14/7/3Air 1: 12/6/3 Chemistry 1:15/7/3

Computer Science: 14/7/3 Technical Science: 14/7/3Hardware 1: 15/7/3 Technical Knowledge 2: 16/8/4Programming 2: 16/8/4

Knowledge: 14/7/3Computer Operation 3: 17/8/4

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 aTech 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 don’trequire the android to harm someone directly, Tactics and Acrobatics: Dodge. Tech Op androids will never use a weapon or armor notmatter 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 mostforms of combat and aren’t inhibited with Non-Violent programming. Player Characters wishing to play a combat spec android mustcome up with a good reason form the android to be included in a combat unit. Androids make good soldiers because they can continueto 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: 7-15Dexterity: 7-15 Willpower: 4-12Constitution: 4-10 Personality: 4-12

Free Broad Skills for Androids.Strength: Athletics Intelligence: Knowledge/Computer OperationDexterity: Vehicle Operation Willpower: NoneConstitution: None Personality: Interaction

Other Important NotesAll 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-destructsequence, download information, and any other thing the GM allows.

Androids don’t suffer damage the same way humans do, as they don’t feel pain they can never be affected by the Daze ruleon 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 thecomputer systems may take a moment to recalculate and recover. When an android suffers mortal damage it means one or more of hisvital systems have been damaged, he does fall unconscious but can recover the same way humans do when they use up all their stunboxes. 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 onlytakes a few hours to repair them, even in a modest workshop. Mortal wounds are much different, parts must be replaced such asmuscles, limbs or computer components. In order to repair Mortal wounds the android must be shut down and repaired with the properparts by a skilled mechanic with the Tech Science skill. If an Android ever suffers enough mortal wounds to fill up all his boxes, hecan 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 androidsare basically just machines and not made of organic material. Others speculate that humans give off a small psychic signal that thealiens can pick up on, while androids do not have this. In any case actions directed at androids by aliens suffer +2 step penalty.

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WWeeaappoonnss aanndd AArrmmoorrWhat the Numbers Mean:

Round Size: Type of ammunition used by the Weapon. Range: Range of the weapon in meters. The first number isClip Size: The amount of ammo the weapon can hold the short range, the send is medium last is extreme.Accuracy: how accurate the weapon is. A (+) here Max Actions: Basically the number of time the weapon canmeans the weapon is inaccurate, an (-) says the be Firedweapon is very accurate. Damage: Displays the amount of damage the target suffersFire Power/Type: this shows if the weapon is High if an Ordinary(1st number), Good(2nd number) or anImpact(HI), Light Impact(LI) or Energy(En). The Amazing(3rd number) is rolled.type shows if the weapon does Ordinary(O), Good(G), Hide: Shows if the weapon can be hidden. A (-) means the or Amazing(A) damage. Weapon is easily hidden. A (+) means it’s harder to hide. ASkill: The skill required to use the weapon effectively. (0) indicates the weapon has normal chance of being hidden.Mode: The different modes of fire the weapon has. Availability: How hard it is to acquire the weapon on an open(F) means single shot, (B) is burst, and (A) is autofire. Market. (Any)Means the weapon is available to anyone.

(Com) common, weapons are available to a person who hasmoney 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, weaponsare only available to military personnel, and elite securityforces such as a S.W.A.T. team. (Res) Restricted, onlyavailable to military forces, and highly elite Special Forcesunits. Great care is taken to ensure these pieces of equipmentstay where they belong.

PPPrrrooogggrrreeessssssiiiooonnn LLLeeevvveeelll 666 WWWeeeaaapppooonnnsssVP-70 Auto Pistol

Round Size /Type: 9mm FMJ SlugRange: 8/ 20/ 50Clip Size: 15 shot, 5 bursts or 20 shots 6 bursts round boxAccuracy: +1Max Actions: 4Fire Power/Type: HI/ODamage: d4w/ d4+1w/ d4mHide: +1 with 15 round clip, +2 with 20 round clipSkill: Modern Ranged Weapons – PistolMode: F/BAvailability: 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, andshort range, but with its’ high ammo capacity and burst fire ability, make it a decent weapon. The VP-70 sports either aninternal 15 round box magazine, or a 20 round magazine.Zero-G Pistol

Round: 9mmRange: 5/ 10/ 45Clip Size: 15 roundsAccuracy: 0Max Actions: 4Fire Power/Type: HI/ODamage: d4w/ d6w/ d4mHide: -2Skill: Modern Ranged Weapons - PistolMode: FAvailability: Common

The Zero-G pistol designed to be used in space combat situations. With multiple gas vents and muzzle breaks, the pistol cannegate the affects of firing a weapon in Zero-G conditions. Due to the way the gun handles gas pressure the range is greatlyreduced.KT-9 Heavy Pistol

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

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Max Actions: 3Fire Power/Type: HI/)Damage: d4+2/ d6+2/ d4+2mHide: -2Skill: Modern Ranged Weapons - PistolMode: FAvailability: Common

The KT-9 is the one of the heaviest caliber pistols designed today. It fires a heavy 11mm round that can punch through mostlight armors. The KT-9 is widely available and is the standard issue to almost all police or security force personnel. It’s also anotherpistol that is widely used amongst the criminal element.

M4A3 PistolRound Size/Type: 10mm FMJ SlugRange: 12/ 30/ 80Clip Size: 8 round clipAccuracy: +1Max Actions: 4Fire Power/Type: HI/ODamage: d4+1w/ d4+2w/ d4mHide: +1Skill: Modern Ranged Weapons – PistolMode: FAvailability: Common

One of the finest and most accurate 10mm pistols manufactured to this day. The eventually becomes the standard issue of theC.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 ChemicalsRange: 5/ 10/ 20Clip Size: 6 shots, two burstsAccuracy: +1 stepMax Actions: 2Fire Power/Type: En/ODamage: d4w/ d6w /d6+1wHide: Yeah RightSkill: Heavy Weapons – Direct FireMode: F/BAvailability: Special

Basically a welding torch that has been modified to shoot a stream of flaming chemicals. The torch is not very useful as aweapon 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. Aroll of 3-4 means the regulator has broken and all the chemicals shoot out in a giant fireball, no extra damage is caused but theweapons 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 tomake and anyone with a little technical ability (Technical Science skill) can attempt to make one.

A36 SMGRound Size/Type: 9MMRange: 15/ 25/ 90Clip Size: 10 burstsAccuracy: 0Max Actions: 4Fire Power/Type: HI/ODamage: d4+1w/ d4+2w/ d4mHide: +1Skill: Modern Ranged Weapons – SMGMode: B/AAvailability: 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 SpecialForces and covert operations.

M30 Assault RifleRound Size/Type: 10mm FMJRange: 50/ 100/ 500Clip Size: 60 shots, 20 bursts

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Accuracy: 0Max Actions: 4Fire Power/Type: HI/ODamage: d6w/ d6+2w/ d6mHide: Yeah RightSkill: Modern Ranged Weapons – RifleMode: F/B/AAvailability: 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 can’t mountthe under barrel grenade launcher that the M41A1 can and use the old FMJ rounds. Despite it’s short comings it’s the best assault rifleof its’ day.

Zero – G Grappling GunRound Size/Type: Tethered HookRange: 10/ 30 / 60Clip Size: 1 shotAccuracy: 0Max Actions: 1Fire Power/Type: HI/ODamage: d4w/ d4+2w/ d4mHide: -2 stepsSkill: Primitive Ranged Weapons - BowMode: FAvailability: Common

Not a really designed as a weapon the Zero-G gun can still be used when there isn’t anything better to be found. Mainly usedas a tool for working in space it has a variety of different uses. Asteroid Miners use it to navigate large ravines or canyons on thesurface of asteroids. In space it can be used in emergency situations when someone on a space walk drifts too far away from the shipshull.

Cattle ProdRound Size: NoneRange: PersonalClips Size: One ChargeAccuracy: +1Max Actions: 1Fire Power: En/ODamage: See Shock Rules in Gamemasters GuideHide: Yeah RightSkill: Melee Weapons – Powered WeaponMode: FAvailability: Special

Another makeshift weapon, the cattle prod consists of a long pole with a battery attached near the end. On the end of the stickis 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.It’s main use is to stun targets but there have been a few recorded deaths. Anyone with the Technical Science skill and the rightequipment and assemble one of these quickly.

PFZ Lancer RocketRound: Front Loaded 67mm rocketRange: 30/ 175/ 400Clip Size: 1Accuracy: +1Max Actions: 1Fire Power/Type: HI/GDamage: d6w/ d4+4w/ d4+1mHide: Yeah RightSkill: Heavy Weapons IndirectMode: FAvailability: Restricted

The PFZ Lancer was developed to give the common infantryman enough firepower to damage if not destroy most vehiclesand bunkers. Since the only rocket it can fire is a compact Armor Piercing rocket the PFZ has no blast area. The Rocket its’ self isdesigned to penetrate the thick armor of tanks and explode inside cause heavy internal damage and crew casualties.

PPPrrrooogggrrreeessssssiiiooonnn LLLeeevvveeelll 777 WWWeeeaaapppooonnnsssM41A1 Pulse Rifle

Round Size/Type: 10mm Explosive Tipped Caseless

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Range: 60/ 110/ 600Clip Size: 100 shots, 33 burstsAccuracy: 0Max Actions: 3Fire Power/Type: HI/0Damage: d4+2w/ d6+2w/ d6mHide: Yeah RightSkill: Modern Ranged Weapons – RifleMode: FAvailability: Military

Derived from the M30 Assault Rife the M41A1 is the primary weapons of the C.M.C during progression level 7. Featuresinclude, light weight, large ammo capacity, and easy of use/maintenance. With the ability to mount a PN grenade launcher and anoptional “L” shaped clip that holds 300rounds makes the M41A1 a versatile weapon.

M41A2 Pulse Rifle/ShotgunRound: 10mm Explosive tipped caseless/ 12gauge shotgun.Range: rifle = 60/ 110/ 600. Shotgun = 5/ 15/ 50Clip Size: rifle = 100 shots, 33 bursts. Shotgun = 4 roundsAccuracy: 0Max Actions: 3Fire Power/Type: HI/ODamage: Rifle = d4+2w/ d6+2w/ d6m. Shotgun d4w/ d6w/ d6mHide: Yeah Right!Skill: Modern Ranged Weapons - RifleMode: Rifle = F/B/A. Shotgun = FAvailability: Military

Another version of the M41A1, this one replaces the PN grenade launcher with a 12-gauge shotgun. The M41A2 is bestsuited for close assault operations where the shotgun can best be employed. The M41A2 features all the design specifications as theabove M41A2.

M41A3 Pulse Rifle/FlamerRound: 10mm Explosive tipped caseless/Gel chemicalsRange: Rifle = 60/110/600. Flamer = 5/15/25Clip Size: Rifle = 100shots, 33 bursts. Flamer = 6Accuracy: Rifle = 0. Flamer = -1Max Actions: 3Fire Power/Type: Rifle = HI/O. Flamer = En/ODamage: Rifle = d4+2w/ d6+2w/ d6m. Flamer = d6w/ d6+2w/ d8+3wHide: Yeah RightSkill: Modern Ranged Weapons - RifleMode: Rifle = F/B/A. Flamer = FAvailability: 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 theM41A1 listed above.

PN Grenade LauncherRound Size/Type: 30mm Grenade (see below)Range: (see below)Clip Size: 3 InternalAccuracy: 0Max Actions: 3Fire Power/Type: (see below)Damage: (see below)Hide: +2 Detached from M41A1Skill: Heavy Weapons – IndirectMode: FAvailability: Military

Fitted underneath the barrel of the M41A1 Pulse Rifle the PN adds a large amount of fire power to the individual infantryman. With a numerous selection of grenade rounds the PN is also a multipurpose weapon, able to do any job from assault to riotcontrol.

M38 H.E.A.P. Grenade (green cap)Range: 20/ 150/ 300Fire Power/Type: HI/G

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Damage: d4w/ d6+2w/ d4mHide: -4Area of Effect: 1m/ 3m/ 5mAvailability: Military

An Armor piercing grenade the M38 can penetrate 7cm of steel. With its’ area of effect around 5 meters it also makes adecent 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/ 140Fire Power/Type: HI/GDamage: d4w/ d6+1w/ 2d4+2wHide: -4Area of Effect: 1m/ 2m/ 4mAvailability: Military

Similar to the 20th century “Bouncing Betty” anti-personnel mine. After the M51A strikes the ground after if was fired it willbounce up to 2 meters into the air and detonate. After air detonation the M51A will shower shrapnel downward in a 4-meter area. TheM51A 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/ 30Fire Power/Type; HI/GDamage: d4w/ d6w/ d4mHide; -4Area 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 itleaves the barrel, releasing about a dozen steel balls the size of marbles. The M108 can only hit one target, the attack is resolvedexactly 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/ 30Fire Power/Type; LI/GDamage: d4+2s/ d6+2s/ d4wHide: -4Area of Effect: 2m/ 3m/ 5mAvailability: Controlled

Rarely issued to any C.M.C infantryman, the M230 is primarily used by the local security forces to suppress localdisturbances and uprisings. When launched it air bursts like the M51A but instead of metal shrapnel the M230 uses large plastic ballsto 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/ 300Fire Power/Type: En/GDamage: d4w/ d4+2w/ d4+3wHide: -4Area of Effect: 5m/ 10m/ 15mAvailability: Restricted

The M60 Phosphorous grenade is one of the most feared weapons on the battlefield. The devastating weapon showers a 15-meter area with white hot phosphorous. Anyone unfortunate enough to be caught under this shower is immediately set ablaze. Once onfire the victim (or anyone attempting to help him) has a very hard time extinguishing the flames. Add a +2 step modifier to the victimor +1 step if someone is assisting him put out the flames. If a critical failure is rolled when someone is assisting the victim the personhelping 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 airFire Power/Type: En/ODamage: d4w/ d4+1w/ d6wHide: -4Area 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). Italso 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 isalso 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 itwill take 2 combat round to recover his sight. Note: Aliens can’t be blinded.

M42A Scoped RifleRound Size/Type: 10mm (see below)

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Range: (see below)Clip Size: 15 shotsAccuracy: 0 with out using scope (see notes on scope)Max Actions: 4Fire Power/Type: HI/ODamage: (see below)Hide: Yeah RightSkill: Modern Ranged Weapons – RifleMode: FAvailability: 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, groundradar, and IR sensor can be linked directly into the scope (adding extra +1 accuracy). The best feature of the M42A is definitely theability to link into remote sentry guns. With this ability the user can manually direct the sentry’s fire. Note: there is only one input porton the scope so the user must state which feature he is going to link to his scope.

M252 H.E.A.P. RoundRange: 80/ 200/ 1000Damage: d4+3w/ 2d4+1w/ d6mAvailability: Military

An armor piercing round mainly used to destroy light vehicles or heavily armored opponents.LSRB Round (Long Range Stabilized Ball)

Range: 80/ 250/ 1200Damage: d4w/ d6w/ d4mAvailability: 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/ 800Damage: d6w/d6+2w/ d6mAvailability: Military

A 10mm explosive tipped caseless round which is the standard round for the M42A2.M56A2 Smart Gun

Round: 10mm CaselessRange: 150/ 600/ 1200Clip Size: 60 burst belt, battery good for 50,000 shotsAccuracy: 0 normal (see below)Max Actions: 4Fire Power/Type: HI/ODamage: d6+1w/ 2d4+2w/ d8mHide: Yeah RightSkill: Heavy Weapons – Direct FireMode; B/AAvailability: 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 offire the M56A2 is a deadly weapon. The M52A2 comes complete with gyro stabilization (already figured into the accuracy givenabove), IR sensors (+1 accuracy), and a motion tracker (+1 accuracy). A M3 Breast Plate (see armor section) is standard issue with aSmart Gun.

M240A1 Flame-Thrower (see rules below)Round: Incendiary StreamRange: 8/ 15/ 30Clip Size: 15 shots, 5 burstsAccuracy: +1Max Actions: 2Fire Power/Type: En/ODamage: d6+1w/ d8+2w/ 2d6+1wHide: Yeah RightSkill: Heavy Weapons – Direct FireMode: FAvailability: Restricted

Any squad of self-respecting Marines tries to carry along a few of these babies. The M240A1 is a chemical gel fueled flame-thrower. The bathes it’s victims in a searing heat of molten jelly and flame. A unique ability of this weapon is the fact it can actuallyshoot 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 itbanks around the corner. This is an excellent tactic when you are unsure of what’s up a head.

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M91 Rocket LauncherRound: Packaged RocketRange: 50/ 250/ 600Clip Size: 1Accuracy: 0Max Actions: 1Fire Power/Type: As LoadDamage: (See Rocket Types Below)Hide: Yeah RightSkill: Heavy Weapons – Indirect FireMode: FAvailability: Restricted

The Standard Rocket launcher of its’ time, the M91 is a multi-purpose weapon. Rockets are packaged in a into a combustionchamber that when loaded is attacked to the back of the launcher. When the weapon is fired the user simply removes the emptycombustion chamber and readies another rocket.

A101 High Explosive RocketDamage: d6w/ d6+2w/ 2d6+2wArea Of Effect: 6m/ 8m/ 12m

The A101 is a very effective anti-personnel weapon. When the rocket impacts, it causes Amazing damage within 6m, gooddamage up to 8 meters, and ordinary damage out to 12m.

A2 H.E.A.T RocketDamage: d4+1/ d4+4w/ d6mArea 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 bythe A2 suffers amazing damage, good damage is inflicted up to 2 meters from the target, and Ordinary damage out to 4 meters.

PPPrrrooogggrrreeessssssiiiooonnn LLLeeevvveeelll 888 WWWeeeaaapppooonnnsssVP-100 Auto Pistol

Round: 10mm FMJ roundRange: 10/30/ 90Clip Size: 24 shots, 8 burstsAccuracy: +1Max Actions: 4Fire Power/Type: HI/ODamage: d6w/ 2d4w/ d4+1mHide: +2Skill: Modern Ranged Weapon - SMGMode: F/BAvailability: 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 10mmround to give it more stopping power. Still the VP-100 suffers from poor accuracy just as the older version did. This weapon ispopular with gangers because of it’s high rate of fire.

G-19 Security PistolRound: 9mmRange: 8/ 18/ 50Clip Size: 8 rounds, or 18 round extended clipAccuracy: -2Max Actions: 4Fire Power/Type: HI/ODamage: d4w/ d4+1w/ d4mHide: +3, or 0 with extended clipSkill: Modern Ranged Weapons - PistolMode: FAvailability: Common

The G-19 is a reliable and accurate weapon. Used mainly by Corporate Security forces and bodyguards because of its highconcealability. The G-19 can also be fitted with an extended clip which holds 18 rounds, but lowers it’s hide bonus to “0”.

R74 Heavy PistolRound: 15mmRange: 10/ 25/ 100Clip Size: 5 roundsAccuracy: 0

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Max Actions: 3Fire Power/Type: HI/ODamage: 2d4w/ 2d4+2w/ d4+2mHide: 0Skill: Modern Ranged Weapons - PistolMode: FAvailability: Controlled

The R74 is one of the biggest caliber pistols ever manufactured. Its huge 15mm round is enough to put a hole in just aboutevery form of armor made. Equipped with special gas vents, and muzzle break reduces the recoil dramatically. Although the R74 isn’twidely used in military, Corporate, or private sectors due to it’s low ammo capacity.

F1A3 Hand FlamerRound: Volatile chemicalsRange: 2/ 5/ 10Clip Size: 10 shots, 3 burstsAccuracy: -1Max Actions: 3Fire Power/Type: En/ODamage: d6w/ d6+1w/ d6+3wHide: 0Skill: Modern Ranged weapons – SMGMode: F/B/AAvailability: Controlled

A small compact flame-thrower the F1A3 is a vicious little weapon. Using the latest in self-oxidizing gel fuel, it projects awide pattern with great accuracy. By keeping the trigger depressed the user can auto fire effect, but at the cost of expendingtremendous amounts of fuel.

Z95 Automatic ShotgunRound: 12gauge-shotgun shellRange: 12/ 24/ 60Clip Size: 15 shots 5 burstsAccuracy: oMax Actions: 4Fire Power/Type: HI/ODamage: d4w/ d6w/ d4+1mHide: +1Skill: Modern Ranged Weapons - RifleMode: B/AAvailability: Military

Mainly used as a close combat weapon in boarding actions or urban warfare the Z95 is a single-minded weapon, “Spray andPray”. 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 befound in the hands of well-equipped criminals and pirates.

RN-Magnum Tri-Barreled Assault GunRound: 14mm FMJRange: 200/ 500/ 1200Clip Size: 50 bursts boxedAccuracy: -1Max Actions: 4Fire Power/Type: HI/GDamage: d8w/ 2d6w/ d8mHide: Yeah RightSkill: Heavy Weapons – Direct FireMode: B/AAvailability: Restricted.

Basically, a compact version of a chain gun with three barrel arranged into a triangle shape on the front of the weapon. Whenin 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 isdeveloped and put into mass production, it replaces the Smart Gun as the heavy support weapon of marine units.

M45 Pulse RifleRound: 11mm Explosive Tipped CaslessRange: 90/ 180/ 650Clip Size: 100Accuracy: 0Max Actions: 4

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Fire Power/Type: HI/ODamage: d6+2w/ d8+2w/ d6+2mHide: Yeah RightSkill: Modern Ranged Weapons - RifleMode: F/B/AAvailability: Military

An updated version of the old M41A1 Pulse rifle M45 sports a bigger round, and better damage. This weapon becomes thestandard issue of the Colonial Marine Core During Pl 8. The M45 is still able to mount and PN grenade launcher underneath thebarrel.

M75 Heavy Machine GunRound: 15mmRange: 100/ 600/ 1500Clip Size: 40bursts boxedAccuracy: 0Max Actions: 3Fire Power/Type: HI/GDamage: d8+2w/ 2d6w/ d8mHide: Yeah RightSkill: Heavy Weapons – Direct FireMode: B/AAvailability: Restricted

The M75 is almost impossible for one man to carry and use it (one-person carry’s 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 usedmainly because of it’s size and weight., but no one will dispute it’s sheer firepower on the battlefield.

F3C2 Flame-ThrowerRound: Volatile Gel ChemicalsRange: 8/ 16/ 40Clip Size: 15 shots, 5burstsAccuracy: -1Max Actions: 2Fire Power/Type: En/GDamage: d6+2w/ d8+2w/ 3d4wHide: Yeah RightSkill: Heavy Weapons - DirectMode: F/B/AAvailability: Restricted

The F3C2 Flamer-Thrower designed only to be used with the special F3C2 heat resistant armor. The reason for this is, theuser would be scorched if he weren’t wearing the armor from the tremendous heat. Unless the user’s companions are wearing somesort of flame resistant outfit they can’t be standing within 3 feet of the flamers nozzle.

AT101 Rocket LauncherRound: Anti-personnel rocketsRange: 30/ 300/ 2000Clip Size: 5Accuracy: -2Max Actions: 2Fire Power/Type: HI/ODamage: d6+2w/ d6+3w/ d8+2mHide: Yeah RightSkill: Heavy Weapons - IndirectMode: FAvailability: Military

The only clip feed rocket launcher in existence, the AT101 has been the standard in rocket launchers since it’s creation. Itutilizes a top mounted, gravity fed, 5 round anti-personnel rocket clip. The AT101 is not a perfect weapon, it still has one major defectsince it’s creation. The rockets in the clip tend to get jammed when dust and dirt get in between them. Anytime a critical failure isrolled means the rockets have become jammed, in order to clear the jam the user must unload the entire rocket clip (counts asreloading) before another shot is fired.

MTS Sub Machine GunRound: 9mm FMJRange: 50/ 200/ 400Clip Size: 100 round clipAccuracy: -1

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Max Actions: 3Fire Power/Type: HI/ODamage: d6w/ 2d4w/ d4mHide: Yeah rightSkill: Modern Ranged Weapons - SMGMode: B/AAvailability: Military

The MTS is primarily an assault weapon, designed for high rate of fire, and large ammo capacity. The MTS has seen actionmainly in space during boarding actions where it’s high rate of fire can be used to full advantage. The MTS also includes a recoilsuppression system in order to make the gun more accurate.

Zero-G Combination RifleRound: 11mm Explosive Tip/ 25mm flechette roundRange: Rifle = 20/ 150/ 200, Flechete = 5/ 20/ 50Clip Size: 100 rounds/ 10 flechette roundsAccuracy: -1 for bothMax Actions: 3Fire Power/Type: HI/ODamage: Rifle = d6+1w/ d6+2w/ d4+1m, Flechette = d4w/ d6w/ d4mHide: Yeah RightSkill: Modern Ranged Weapons - RifleMode: F/B/AAvailability: Military

The Zero-G rifle (or Zorro as called by enlisted men) is the best weapon for Zero-G operations. It combines the long-rangeaccuracy 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 LaserRound: Coherent Beam of LightRange: 120/ 700/ 1600Clip Size: 15 shot batteryAccuracy: -1Max Actions: 3Fire Power/Type: En/ODamage: d6w/ d6+2w/ d4+1mHide: Yeah RightSkill: Modern Ranged Weapons - RifleMode: FAvailability: 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 heavierthen 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 theL19 excels is its outstanding range and accuracy, able to engage targets at extreme range more then makes up for it’s lack of autofire.

PPPrrrooogggrrreeessssssiiiooonnn LLLeeevvveeelll 999 WWWeeeaaapppooonnnsssPK7 Hold-Out Pistol

Round: 6mm FMJRange: 5/ 20/ 40Clip Size: 8Accuracy: 0Max Actions: 4Fire Power/Type: HI/ODamage: d4w/ d4+1w/ d6+2wHide: -3Skill: Modern Ranged Weapon - PistolMode: FAvailability: Common

The Pk7 is a very small weapon, which is also very easy to conceal. Civilians and people who have a high-risk job (excommonly use it (Traveling merchants, bodyguards and corporate executives). Most Militaries shun the PK7 due to it’s low damageand very short range.

ARG Net LauncherRound: 5meter netRange: 10/ 30/ 50Clip Size: 1 shotAccuracy: -1

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Max Actions: 1Fire Power/Type: NONEDamage: NONEHide: yeah rightSkill: Modern Ranged Weapons - RifleMode: FAvailability: Controlled

The ARG was first used in scientific research, to capture animals for study. Now the security and police forces have foundthe 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 thevictim 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 theground, 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 themercy of his captors.

SR1 Laser RifleRound: Coherent LightRange: 30/ 90/ 500Clip Size: 15 burstsAccuracy: -2Max Actions: 4Fire Power/Type: En/ODamage: d4+1w/ d6+2w/ d6mHide: +3Skill: Modern Ranged Weapons - RifleMode: B/AAvailability: Controlled

The latest in laser technology, the SR1 is a compact repeating laser weapon. With the addition of burst and full auto fire, theweapons range is greatly reduced but over all firepower increased. The SR1 is the first laser weapon to see extensive action in thefield. It has been used in many military campaigns and operations.

LL2 Weapon SystemRound: 13mm Sabot RoundRange: 90/ 300/ 900Clip Size: 30 shots, 10 burstsAccuracy: 0Max Actions: 2Fire Power/Type: HI/ODamage: 4d+4w/ 2d6+2w/ d8+1mHide: Yeah RightSkill: Modern Ranged Weapons - RifleMode: F/BAvailability: Military

The LL2 Rifle is only compatible with the LL2 armor, because it uses the servos and enhanced strength the armor provides tolift and compensate for recoil. The LL2 rifle is constructed with a special molecular bond that makes the weapon resistant to acid (+2step bonus on acid rolls). The weapon system is usually only issued when the mission calls for extermination of alien hordes.

M65 Triple Barreled Pulse RifleRound: 13mm Explosive Tipped CaselessRange: 90/ 180/ 650Clip Size: 100 shots, 33burstsAccuracy: -1Max Actions: 4Fire Power/Type: HI/ODamage: d4+3w/ 2d4+4w/ d8+1mHide: Yeah RightSkill: Heavy Weapons –Direct FireMode: B/AAvailability: Restricted

The M65 can either be hand held or be vehicle mounted. New advances in plastics allow the user to fire it without andpenalty at all. Using the same triangle barrel position as the earlier RN-Magnum the M65 alternates barrels when firing. Mainly usedin the Colonial Marines the M65 has made its’ place in history, by adding even more fire power to the infantry man.

Arc-9 Bolt GunRound: Electrical CurrentRange: 30/ 50/ 120

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Clip Size: 10Accuracy: -1Max Actions: 2Fire Power/Type: En/GDamage: 2d4s/ d8+2w/ 2d6wHide: Yeah RightSkill: Modern Ranged Weapons - RifleMode: FAvailability: Military

The Arc-9 commonly called the “Lightning Gun”, projects a current of electricity similar to a lightning bolt. A once unknownfeature (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 GunRound: Microwave BeamRange: 5/ 20/ 50Clip Size: 6 shot batteryAccuracy: 0Max Actions: 2Fire Power/Type: En/GDamage: 2d4w/ d8+3w/ d12+3wHide: Yeah RightSkill: Heavy Weapons – directMode: FAvailability: Restricted

Affectionately called the “Melter” by most marines, the Shiva-5 is one of the most destructive weapons ever developed byman. The Shiva uses microwave technology similar to the 20th century home appliance to literally cook targets from the inside out. Ifthe target is lucky he’ll escape the encounter with the Shiva with only 3rd degree burns over most of his body, if unlucky the target willeither be a pile of molten goo, or a pile of ash. Armor doesn’t provide much protection versus the Shiva either. If the target is armoredmost likely, the armor will either be rendered useless, or fused to the wearer’s body.

SABO2 Sub Machine GunRound: 9mm Explosive Tipped Case LessRange: 20/ 35/ 100Clip Size: 7 burstsAccuracy: 0Max Actions: 4Fire Power/Type: HI/ODamage: d4+1w/ d6+2w/ d4+1mHide: +2Skill: Modern Ranged Weapons - SMGMode: B/AAvailability: Controlled

A very small and high-powered SMG, the SABO2 is the criminals’ friend. It’s compact which allows easy concealment, hasa decent ammo capacity, and uses the latest in Explosive Ammo. Some security forces use it as there standard weapon, but sales on theblack market is where the SABO2 realy exceeds.

SSeennttrryy GGuunnssSentry guns are included here because they really don’t change from the time they’re 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 twotechnologies is a devastating weapon that shoots anything that moves.

Typical Sentry GunRound: 11mm Explosive Tipped CaslessRange: 150/ 500/ 1200Clip Size: 1000Accuracy: -1Fire Power/Type: HI/ODamage: d6+2w/ d8+2w/ d6+2mHide: Yeah RightMode: AAvailability: 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 displaysthe guns status. The gun is set up in the area that it’s supposed to guard; the user must then turn the gun on/off using the computer that

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comes with it. Once activated the gun uses it’s built in motion tracker to locate targets. As with the motion tracker, the gun will notshoot at small animals, bugs or wind. Unfortunately, the gun can’t distinguish between friend or foe, so woe to those who stray tooclose 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 currentstatus (Ok, Damaged, Destroyed), amount of ammunition remaining and a visual display of the motion tracker. The user can inputcommands 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 it’s informationdirectly 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.

PPPrrrooogggrrreeessssssiiiooonnn LLLeeevvveeelll 666 AAArrrmmmooorrrNOTE: All Armor comes with Comm gear as standard issue, please refer to the equipment section of the PHB.

M1 Flak VestComposition: Kevlar vest with ceramic insertsEnvironmental Tolerance: NONEAction Penalty: 0Toughness: OrdinaryLI/ HI/ En: d4/ d6/ d6-2Hide: Yeah RightSkill: Armor Operation – Combat ArmorAvailability: 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 SuitComposition: Insulated, Tear Resistant FabricEnvironmental Tolerance:

Gravity: G0 – G3Radiation: R0 – R3Atmosphere: A0 – A4Pressure: P0 – P3Temperature: H0 – H4

Action Penalty: +1Toughness: OrdinaryLI/ HI/ En: D6-3/ d6-2/ d4-2Hide: Yeah RightSkill: NoneAvailability: 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 itprovides minimal protection.

PPPrrrooogggrrreeessssssiiiooonnn LLLeeevvveeelll 777 AAArrrmmmooorrrMK 50 Compression Suit

Composition: Insulated, Tear Resistant Fabric, Ceramic PlatesEnvironmental Tolerance:

Gravity: G0 – G3Radiation: R0 – R4Atmosphere: A0 – A5Pressure: P0 – P5Temperature: H0 – H4

Action Penalty: +1Toughness: OrdinaryLI/ Hi/ En: d6-1/ d6/ d6Hide: Yeah RightSkill: NoneAvailability: Common

A new and improved version of the Mk35 suit. This one provides the user with greater protection by adding ceramic armorplates to vital areas of the suit. Although the MK50 is better then the MK35 it’s still not very useful in combat.

Zero-G Marine Combat ArmorComposition: Tear resistant fabric and ceramic plates.Environmental Tolerance:

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Gravity: G0- G3Radiation: R0 – R3Atmosphere A0 –A4Pressure: P0 – P3Temperature: H0 – H3

Action Penalty: +1Toughness: OrdinaryLI/ HI/ En: d6+1/ D6+1/ D6-1Hide: Yeah RightSkill: Armor Operation – Combat ArmorAvailability: 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 areusually equipped with The Zero-G armor.

M3 Armored Vest and HelmetComposition: Kevlar and Ceramic PlatesEnvironmental Tolerance: NONEAction Penalty: +1Toughness: OrdinaryLI/ HI/ En: d4+1/ d6+1/ d6-1Hide: Yeah RightSkill; Armor Operation – Combat ArmorAvailability: 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 offwith a kevlar helmet. The Mk3 have been used for over 10years as the best protection money can by (or so they say?). The MK3 canstop 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 PlatesEnvironmental Tolerance: NONEAction Penalty: +1Toughness: OrdinaryLI/ HI/ En: d6/ d6/ d6+2Hide: Yeah RightSkill: Armor Operation – Combat ArmorAvailability: Restricted

The M3 breastplate is what the gyro from the smart gun attaches to, so the only people to use the M3 breastplate are smartgunners. The breastplate’s composition is just one huge ceramic plate covering the front, and one in the back. Smart Gunners havebeen known to decorate the plates with various drawings and symbols. Comes equipped with Camera, Vital Signs monitor, andInfrared vision glass.

PPPrrrooogggrrreeessssssiiiooonnn LLLeeevvveeelll 888 AAArrrmmmooorrrM5 Environmental Suit

Composition: Numerous Metals and CeramicsEnvironmental Tolerance:

Gravity: G0 – G3Radiation: R0 – R4Atmosphere: A0 – A5Pressure: P0 – P5Temperature: H0 – H4

Action Penalty: +2Toughness: OrdinaryLI/ HI/ En: d6/ d6+1/ d6Hide: Yeah RightSkill: Armor Operation - PoweredAvailability: Common

The latest in environmental protection, the M5 is used by most civilian sectors. Its battery-powered servos last up to 75hrs ofcontinuos use before the battery dies. The M5 raises the users strength score to a 15 for purposes of lifting objects. The M5 computersuite contains a multi-band radio, and a motion-sensing device built into the right arm.

M10 Padded ArmorComposition: Monolar FabricEnvironmental Tolerance: None

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Action Penalty: NoneToughness: OrdinaryLI/ HI/ En: d8-1/ d8-1/ d6Hide: +2Skill: noneAvailability: Controlled

With the breakthrough of the fabric Monolar the light armor, industry has really taken off. The M10 is the latest developedarmor using the new fabric technology. The M10 provides excellent protection with very little weight. The Military has not yet begunto full make use of the new padded armor types, but does employ some M10 suits in scout and recon units. Monolar has become widespread in security use, many police and corporate security units make use of the M10. Comes equipped with Camera, Vital Signsmonitor, and Infrared vision glass.

A13B Survival ArmorComposition: Monolar Fabric and Light metalsEnvironmental Tolerance:

Gravity: NoneRadiation: NoneAtmosphere: A2 – A3Pressure: NoneTemperature: H1 – H3

Action Penalty: +1Toughness: OrdinaryLI/ HI/ En: d8-1/d8-1/d6Hide: Yeah RightSkill: Armor Operation – Combat ArmorAvailability: Controlled

The A13b is a specially designed suit to protect the wearer in most environmental conditions they encounter. The A13B canwithstand the bone chilling cold of a blizzard or the blazing sun of the hottest desert. Features include a enclosed helmet withbreathing 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 ArmorComposition: Heavy Metal plates with ceramic bandsEnvironmental Tolerance:

Gravity: NoneRadiation: R0 – R4Atmosphere: A1 – A5Pressure: P1 – P4Temperature: H1 – H4

Action Penalty: +3Toughness: GoodLI/ HI/ En: d6+2/ d6+2/ d6Hide: Yeah RightSkill: Armor Operation – Powered ArmorAvailability: Military

The Military’s heaviest armor currently in use, the M17 reminds many people of the old stories of knights in shining armor.The M17’s draw back is its small power pack, because of the amount of servos the armor uses it requires a new battery after only12hrs of use. It also contains a motion tracker (right arm) and a communications suite located inside the helmet, and hip compartmentsfor extra batteries, grenades, or what ever else the user can fit inside. The M17 give the user a strength of 15 for purposes of breakingand lifting. Comes equipped with Camera, Vital Signs monitor, Infrared vision goggles, and a GPS receiver.

F3C2 Flame Resistant ArmorComposition: Flame resistant fabric, and Heat dissipating ceramics.Environmental Tolerance:

Gravity: NoneRadiation: NoneAtmosphere: NonePressure: NoneTemperature: H2 – H4(for about 30 seconds)

Action Penalty: NoneToughness: OrdinaryLI/ HI/ En: d6/ d6+1/ d8Hide: Yeah RightSkill: Armor OperationAvailability: Restricted

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The other half of the F3C2 weapons system, the armor is designed to protect the user from the enormous amount of heat theF3C2 flame-thrower puts out. The Armor Suit has a special attachment on the back for the flame-throwers fuel source and a smalloxygen tank for when the user fires the weapon.

PPPrrrooogggrrreeessssssiiiooonnn LLLeeevvveeelll 999 AAArrrmmmooorrrLL2 Anti-Alien Armor

Composition: Metal Plates, coated with anti acid gelEnvironmental Tolerance:

Gravity: G0 – G4Radiation: R0 – R3Atmosphere: A0 – A4Pressure: P0 – P4Temperature: H0 - H4

Action Penalty: +3Toughness: GoodLI/ HI/ En: 2d4+2/ d8+2/ d6Hide: Yeah RightSkill: Armor Operation – Powered ArmorAvailability: Restricted

The LL2 is the only armor that can mount the LL2 Weapon System. The LL2 Weapon slides into special clamps under theusers right arm, and locks into place after a lever is thrown near the wrist area. The new development in micro-servos has provenuseful by allowing powered armor to operate longer with out changing the batteries. The Military has found wide spread use for theLL2, 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 SuitComposition: Ceramic Plates and Tear Resistant Fabric with anti-acid constructionEnvironmental Tolerance:

Gravity: G0 – G4Radiation: R0 –R4Atmosphere: A0 –A5Pressure: P0 – P5Temperature: H0 – H4

Action Penalty: +2Toughness: OrdinaryLI/ HI/ En: d8/ d8/ d6Hide: Yeah RightSkill: NoneAvailability: 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-acidprotection.

AC25 Acid-Proof Combat ArmorComposition: Metal PlatesEnvironmental Tolerance: NoneAction Penalty: +1Toughness: OrdinaryLI/ HI/ En: d8+1/ d8+1/ d6Hide: Yeah RightSkill: Armor Operation – Combat ArmorAvailability: Military

The Ac25 is the standard in military protection during PL9. It is used by almost all-military organizations in existence. TheAc25 consists of a sturdy metal plate covering the wearer’s chest and abdomen, with other plates running down the legs and arms. Theanti-acid protection does not completely protect the user from all acid because the armor doesn’t cover his whole body. When the useris struck by acid, allow a +2 modifier to his roll to account for the anti-acid protection. Comes equipped with Camera, Vital Signsmonitor, and Infrared vision glass.

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Alien RPG also uses equipment detailed in the Players Handbook. Listed below are the names and page numbers you can find theequipment on. I have also adjusted some of the PL levels at which the equipment is available, please use the PL listed here for itemsappearing 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 levelsAll Professional Eq at their listed PL. Sensors:

Miscellaneous Gear: All sensors at listed level, except gauntletsAll Misc. gear at listed level except gauntlets

Survival Gear:All survival gear except weight neutralizer

Progression Level 6Prototype Motion Scanner:

Class: SensorAvailability: (special)Cost: (special)Weight: 30kg

The Prototype Motion Scanner is made up of various sensors, which detect air disturbances. Anyone who possesses the technicalscience skill can attempt to create a one if the parts are available (GM discretion). The actual sensor is extends from the front of thedevice 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 scanwill 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 ofthe movement. The scanner has limited range of 150m and can only track moving objects within a 15-degree arc from the end of thebarrel. It may also track moving objects that the user doesn’t want it to such as, moving machinery, large gaseous sprays (steamspewing from a pipe or other object), or small animals (cats, large lizards, rabbits, etc).

Pocket Computer:Class: Personal ComputerAvailability: CommonCost:Weight:

ERS Mask (Emergency Respiratory System):Class: Survival SystemAvailability: CommonCost: 30Weight: .2kg

The ERS mask is a common sight for any space travel. It’s used on all major civilian space transportation, and most people know howto 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 oxygentank connected to the mask by a simple hose system. In case of decompression or other major hazard (toxic atmosphere) the user justsimply 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 environmentand 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: LightAvailability: CommonCost: 30Weight: .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 hasa magnetic strip attached to one side to allow it to stick to any metal surface.

Spot Light:Class: LightAvailability: CommonCost:Weight

A large halogen bulb spotlight used by police, construction workers, and some sneaky hunters. The light has an adjustable beam fornear or far illumination. At it’s widest setting it can light up an area of 100meters wide up to 250meters long, and at it’s narrowestsetting it can light up an area of 30meters wide up to 2km.

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Plastic Explosive:Class: ExplosiveAvailability: ControlledCost: 250 (per-brick)Weight:Type: LI/GDamage: 2d4w/ d6w/ d8+1sBlast 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 andcivilian personnel use plastic explosive.

Nuclear Device:Class: ExplosiveAvailability: RestrictedCost: (Special)Weight: 50kg At PL6, about 5kg at PL9Type: En/ADamage: (Special)

Still one of the strongest weapons ever created, the nuclear weapon is only used in extreme instances. During PL 6 nuclear weaponsare 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 ofthe bomb anything from 1km to 20km can be totally destroyed. Nuclear weapons can also be purchased through the black market butonly at very high costs.

Surgical Kit:Class: Medical EquipmentAvailability: ControlledCost: 1,500Weight: 15kg

A suitcase size kit that contains all the necessary equipment for performing surgical operations. Inside the case are surgical tools suchas scalpels, saws, needles and even anesthetic. After all the equipment is removed the case its’ self can be used as a life signmonitoring device. The Kit provides a Marginal facility if used in a crude environment (Outside, battlefield, and dirty indoor areas). Ifused in a normal environment (indoors with running water, and heat etc.) it provides an Ordinary facility.

Progression Level 7Motion Scanner:

Class: Scanner:Availability: ControlledCost: 2500Weight: 5kg

The motion scanner is made up of a small screen, a box (under the screen) containing the ultrasound sensor, and a handle (under thebox). A newly developed scanner used by most military and prison personnel, it is small and very compact device. The scanner sendsout a ultrasonic pulse at 180-degree sweep. This new version can filter out moving objects from the background, it will not pick upbugs moving machinery (it will pick up robots) and is unaffected by winds. At 200 meters or less the scanner can lock and trackaround 200 targets. Ranges greater then 200m the sonic beam becomes narrower only allowing it to lock and track about 50 targetsand the user must aim the tracker at the targets it wants to lock on to. When used indoors the range becomes horrible short because ofthe sonic pulses reflecting off walls the scanner is only good for 50m and can return false targets.

Bio Scanner:Class: Medical EquipmentAvailability: CommonCost: 2000Weight: 10kgkg

The Bio scanner resembles a small handheld wand attached to a computer monitor by a wire, that is used to diagnose a injured personscondition. Simply wave the wand over the person’s body and the wand relays medical information to the computer screen. The Bioscanner can identify broken/fractured bones, internal bleeding and Hemorrhaging. It can not identify Diseases, poisons, or other viralafflictions. 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:ClassAvailabilityCost:Weight:

Solar Generator:Class:Availability:Cost:

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Weight:

Progression Level 8Anti-Acid Spray:

Class: Medical Equipment/ ProfessionalAvailability: ControlledCost: 100Weight: 2kg

When encountering Aliens acid burns are a serious threat. With the development of Anti-Acid spray acid burns have become lesslethal. The can is simply pointed at the afflicted area and the nozzle depressed to activate the spray. The spray instantly neutralizes thereactive ability of the acid. The spray can be used not only on people but other objects that have been sprayed by the acid such asmachinery, computers, armor, spacesuits, etc. Anti-Acid spray is so simple to use that anyone can use it there is no skill required. Thespray can lasts for about 10 short sprays (0-10cm area) or 4 long sprays (10-30cm area).

Wrist ComputerClass: Computer EquipmentAvailability: CommonCost: 100Weight: .5kg

Entire personal computers on your wrist that can check your email, conduct banking transactions, read news, and play games. Justabout everyone, starting at the age of 7 owns a wrist computer, almost all daily activities can be completed using the computer. Do tothe advances in microcomputers, people can organize hundreds of gigabits on the tiny machine. Some models can even operate youhousehold items such as lights, TV and any electrical appliance. All Wrist Computers have a tiny port on the side that can be usedwith a special cable (included) to plug into any computer.

Sentry GuardClass: SurvivalAvailability: CommonCost: 1500Weight: 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 receivercomputer. You take the poles and stick them in the ground and activate the little motion sensor on top of it. The poles can sensemovement up to 30meters, so it’s best to stake the poles about 50-60meters apart at most. When the poles detect movement they willsend an alarm signal back to the receiver, and the receiver alerts the users by sending out a loud Klaxon. The receiver can be up to50meters away from the poles and still be effective. The receiver is equipped with a simple computer screen that displays the relativelocation of the sensors in the area, it can also display the location where the perimeter was breached.

Medical DroidClass: Medical EquipmentAvailability: CommonCost: 15,000Weight: 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 14/7/3Actions 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 severelyinstead of helping them. With the development of new robotic arms and better Artificial Intelligence the door has finally opened forwide spread use of medical droids.

Fire Grenade:Class: Professional EquipmentAvailability: CommonCost: 100 for a pack of 3Weight: 5kg per grenadeArea 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 secondsafter the pin is pulled the grenade goes off with a loud pop. After the grenade explodes, it blankets the area with ABC fire-fightingfoam.

Progression Level 9Anti-Acid Gel:

Class: Medical/ ProfessionalAvailability: CommonCost: 100Weight: 5kg bucket

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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 tohuman 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 beapplied to people of surfaces before acid contact, which makes the object coated immune from all effects of acid. If used on complexmoving machinery the gel tends to jam the gears, moving parts, servos etc. If the applied surface suffers 5 or more wounds from anyattack 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 MedicalAvailability: RestrictedCost: 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 smalldoses (large amounts cause death!). Once the pill is swallowed it almost immediately takes effect, the user feels a lot of discomfort inthe brain as the pill alters the chemical balance. The user then becomes a combat monster, he/she gets the strength of 5 men, the speedof a cheetah, and a pain resistance unknown to man. Side effects that occur in some users are seizures, various mental illnesses, heartfailure, respiratory failure, and brain damage (lower Intelligence by 2pts.). The pills are highly restricted and hardly ever used. It hasleaked 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 aconstitution check and consult the table below. Zeno- Zip last for 10 combat rounds per pill, if more then one pill is taken treat anyCritical Failure as death, and any Failure as either death, or three side effects.

Roll ResultCritical 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.

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AAlliieennssNotes on Aliens and Acid Spray: All Melee and Ranged Attacks cause Acid Spray, unless other wise noted. Use the rules forAcid 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 thearc 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 DroneStrength: 11 (+1) Willpower: 12 (+1)Dexterity: 11 (+1) Intelligence: 9Constitution: 9 Personality: 2

Durability: 9s/ 9w/ 5m/ 5f Action Check 10/ 5/ 2Movement: 22 sprint, 14 run, 4 walk, jump 10 Actions: 2Reaction Score: Good/2

Attacks Score Damage Power/TypeClaws X2 14/ 7/ 3 d4w/ d4+1w/ d6w LI/OTeeth 12/ 6/ 3 d4+1w/ d4+2w/ d6+3w LI/0Tail 12/ 6/ 3 d4w/ d6w/ d4m LI/OTongue 14/ 7/ 3 d4+2w/ d6+3w/ d4+1m HI/0

SkillsAthletics: 11/ 5/ 2 Acrobatics: 11/ 5/ 2

Climb: 13/ 6/ 3 Dodge: 13/ 6/ 3Jump: 13/ 6/ 3 Fall: 12/ 6/ 3

Melee Weapons: 11/ 5/ 2 Stealth: 11/ 5/ 2Blade: 12/ 6/ 3 Hide: 13/ 6/ 3

Stamina: 9/ 4/ 2 Awareness: 12/ 6/ 3Endurance: 11/ 5/ 2 Intuition: 13/ 6/ 3Resist Pain: 13/ 6/ 3 Perception: 14/ 7/ 3

Investigate: 9/ 4/ 2Search: 10/ 5/ 2Track: 11/ 5/ 2

Attack Information: In combat the Alien will always attempt to close in on it’s prey one way or another. It Prefers touse it’s two claws to attack, because it’s main objective is to try bring new host back alive. In order to use it’s powerfultongue attack it must first hit with two successful claw attack (which grapples the target), then it can use it’s tongue attackwith it’s 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 foodand prisoners, and it even does the majority of the fighting. There are more drones in the hive community the any other alienclass, they usually outnumber soldiers ten to one.

Alien SoldierStrength: 13 (+2) Will Power: 10Dexterity: 12 (+1) Intelligence: 9Constitution: 11 (+1) Personality: 2

Durability: 11s/ 11w/ 6m/ 6f Action Check: 10/ 5/ 2Movement: 24 sprint, 16 run, 6 walk Actions: 2Reaction: Good/2

Attacks Score Damage Power/TypeClaws X2 15/ 7/ 3 d4+1w/ d4+2w/ d6+2 LI/OTeeth 14/ 7/ 3 d6w/ d6+1w/ d4m LI/OTail 14/ 7/ 3 d4+2/ d6+2/ d4+1m LI/0

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Tongue 14/ 7/ 3 d6+1w/ d6+2w/ d6m HI/O

SkillsAthletics: 13/ 6/ 3 Acrobatics: 12/ 6/ 3

Climb: 15/ 7/ 3 Fall: 13/ 6/ 3Jump: 15/ 7/ 3 Dodge: 15/ 7/ 3

Melee Weapons: 13/ 6/ 3 Stealth: 12/ 6/ 3Blade: 14/ 7/ 3 Hide: 15/ 7/ 3

Unarmed Attack: 13/ 6/ 3 Sneak: 14/ 7/ 3Brawl: 15/ 7/ 3 Awareness: 10/ 5/ 2

Stamina: 13/ 6/ 3 Perception: 12/ 6/ 3Endurance: 14/ 7/ 3 Intuition: 11/ 5/ 2Resist Pain: 15/ 7/ 3

Attack Information: In combat the Alien will always attempt to close in on it’s prey one way or another. It Prefers touse it’s two claws to attack, because it’s main objective is to try bring new host back alive. In order to use it’s powerfultongue attack it must first hit with two successful claw attack (which grapples the target), then it can use it’s tongue attackwith it’s 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 eliteguard of the Queen. They spend most of their time caring and protecting the queen. Soldiers make up the smallest class in thealien hive. They only account for 1% or 2% of the total hive population, and never really leave the hive.

Face HuggerStrength: 9 Will Power: 10Dexterity: 12 (+1) Intelligence: 9Constitution: 5 Personality: 2

Durability: 5s/ 5w/ 3m/ 3f Action Checks: 10/ 5/ 2Movement: 20 sprint, 12 run, 4 walk Actions: 2Reaction Check: Good/2

Attacks Score Damage Power/TypeTail (strangle) 12/ 6/ 3 (Special) LI/0

SkillsAthletics: 9/ 4/ 2 Acrobatics: 12/ 6/ 3

Jump: 14/ 7/ 3 Dodge: 14/ 6/ 3Melee Weapons: 9/ 4/ 2 Fall: 13/ 6/ 3

Bludgeon: 12/ 6/ 3 Stealth: 12/ 6/ 3Hide: 14/ 6/ 3Sneak: 13/ 6/ 3

Attack Information: If tail attack is successful then target is grappled and strangled as per the rules for strangulation onpage 61 of the Gamemasters Guide. Also a Penalty of –2 steps is given to the target for trying to break free. Other Charactersor NPC’s can help the target break free. Characters or NPC’s with a strength score of 7 – 10 add a +1 step modifier thestrength check of the target. Character’s or NPC’s with a strength score of 11 – 12 add a +2 modifier, and characters with aStrength 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.

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Ecology: The face hugger, is the alien that hatches from the egg the queen lays. As soon as it hatches, the Face Huggerleaves the hive in search of a victim. The Face Hugger carries a tiny alien embryo that it will inject into the victim, after it hasimmobilized it. Face Huggers don’t have a long life span they will only live a few weeks after they hatch.

Chest BusterStrength: 8 Will Power: 8Dexterity: 10 Intelligence: 7Constitution: 8 Personality: 2

Durability: 8s/ 8w/ 4m/ 4f Action Check: 9/ 4/ 2Movement: 18 sprint, 12 run, 4 walk Actions: 2Reaction Check: Godd/2

Attacks Score Damage Power/TypeBite 10/ 5/ 2 d2w/ d2+1/ d4+1w LI/O

SkillsAthletics: 8/ 4/ 2 Stealth: 10/ 5/ 2

Jump: 10/ 5/ 2 Hide: 12/ 6/ 3Melee: 8/ 4/ 2 Sneak: 11/ 5/ 2

Blade: 10/ 5/ 2Acrobatics: 10/ 5/ 2

Dodge: 12/ 6/ 3

Attack Information: Basically defenseless, the chest buster will flee from any hostile creature and then attempt to hideat 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 andvery weak, the Chest Buster will try to find a safe place to hide until it grows into a fully developed alien. The amount oftime it needs to become fully grown is only about 1 to 4 days (1d4).

QueenStrength: 16 (+3) Will Power: 12 (+2)Dexterity: 13 (+2) Intelligence: 11 (+1)Constitution: 15 (+3) Personality: 4

Durability: 15s/ 15w/ 8m/ 8f Action Check: 12/ 6/ 3Movement: 30 sprint, 20 run, 8 walk Actions: 3Reaction Check: Good/3

Attacks Score Damage Power/TypeClaws X2 17/ 8/ 4 d6+1w/ d6+2w/ 2d6+2w LI/OTeeth 17/ 8/ 4 d8w/ d8+2w/ d6+1m LI/OTail 17/ 8/ 4 d6+1w/ d8+2w/ d6+1m LI/OTongue 17/ 8/ 4 d8w/ d4m/ d6m HI/GRam 17/ 8/ 4 d8s/ d6+1w/ 2d4+1w LI/O

SkillsAthletics 16/ 8/ 4 Acrobatics 13/ 6/ 3

Climb: 18/ 9/ 4 Dodge: 14/ 7/ 3Jump: 18/ 9/ 4 Fall: 14/ 7/ 3

Melee Weapons: 16/ 8/ 4 Stealth: 13/ 6/ 3Blade: 17/ 8/ 4 Hide: 15/ 6/ 3Bludgeon: 17/ 8/ 4 Sneak: 14/ 6/ 3

Unarmed Attack: 16/ 8/ 4 Awareness: 12/ 6/ 3Brawl: 17/ 8/ 4 Intuition: 13/ 6/ 3/

Stamina: 15/ 7/ 4 Perception: 14/ 6/ 3Endurance: 16/ 8/ 4 Investigate: 12/ 6/ 3Resist Pain: 17/ 8/ 4 Track: 14/ 6/ 3

Search: 13/ 6/ 3

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Attack Information: The Queen’s preferred mode of attack is Ram and Tail. The Queen must be at least 10 metersaway 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 onin the hive. When a hive becomes too large a new baby queen will be born, which will leave the nest immediately to start herown community. The Queen rarely fights and relies on the Alien Soldier to protect her at all times. On rare occasions thequeen will detach herself from the egg layer and fight on her own.