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THE JOCKEY RACE
* COMPILED FROM THE ALIEN – STATISTICS CHAPTER *
The Xenomorphs were created by an ancient race (The Jockey Race) tens of thousands of years ago. They were fighting among themselves in a brutal civil war. Their technology was organic in nature and was so powerful, the death toll ran into the millions. For decades, the war never saw twilight. It seemed to go on forever…until one side got an idea. It was an experiment to create a biomechanical weapon. It would adapt to its environment, be completely independent…and finally…it would be viscous. This creature would be a living machine with the most grotesque combination of science and nature. They created a species bent only of the art of killing. The experiment was placed on a distant world (“AlienProteus”). They designed the species with a hive structure to keep the infestation from running out of control. The “ant” methodology was promoted. The object: To keep the infestation under control by keeping the creatures close to their “queen.” The experiment was a success. The creatures we know as Xenomorphs were created. The standard infiltrator mission was as follows: An egg is deposited in a populace, it impregnates, and an alien bursts out of the host and soon finds more hosts which it can convert into eggs which will also hunt down hosts to impregnate. The creature will kill anything threatening and convert the rest. Soon, the populace is destroyed and the aliens are left alone on the world or spacecraft where the infestation was released. It is assumed the Jockeys that created the Xenomorphs had a procedure to eliminate the new infection. The Jockeys were ready to unleash their creation on their enemy. The Proteus planet was still under control. The experiment seemed safe. The mother species deposited many life forms to keep their hives intact. These life forms seemed to reproduce in large numbers. When needed, a transport would simply set down and pick up a queen, a drone, an army, or just a bunch of eggs as the mission profile specified. The weapon proved useful and the war ended quickly. The Xenomorphs were designed to adapt to current situations but their basic morphology was not to change…it did. Before the Jockeys could stop their “children”, they had evolved. One small little change, something seemingly insignificant connected to the “ant” structure but not included in the alien design…Royal Jelly—the strange substance used to generate a queen. When the Jockeys discovered infested worlds where there shouldn’t be, they got worried. Given the capability to create their own queens, the infestation could not be bottled. It soon broke out of control. The Jockeys found their experiment turning against them. They tried to find a weapon to defeat their own creation but they were
even their lifespan ran out. All are blueprints for possible GM design. the screenplays. *END COMPILATION* NOTE ON THE JOCKEY RACE PLUG-IN: This Plug-In is not designed to be a self-sufficient plug-in but more like and expansion to the existing basic game. quickly running out of nourishment. One bay remained sealed and waited--the last living legacy of a past experiment that failed. then promptly died out. The Jockey onboard was killed when an alien egg he carried broke free and impregnated him. They might be long lived. The CLs recommended are only for where these possibilities should occur. The Jockey race vanished. There are no rules to run these aliens in their own timeline and setting. across the galaxy from their Homeworld.already demoralized from a past war. his ship set down on the hostile world. terraforming. The reactor is dead. The Pilot soon died and his offspring died soon after. the Xenomorphs quickly overran the planets they were on. Unlike the Alien Resurrection plug in that changes the setting and the Predator Plug-In that offers a totally new setting. The ship is non-functioning since its pilot died. although suffering only minor damage on the craft itself. There are rules for such an idea although it is not recommended. Acheron became hostile again. it crashed. They are long lived but even after millennia. sure to die. damaged the stasis containers in the cargo bay. exposing the eggs to the harsh outside environment. These rules are very loose since there is extremely little information available and most that is contradicts. some couple thousand years ago. Incurring them early could lessen game play. The Jockey Ship remains. It offers viable eggs as well as the ship’s Bio-Alloy and the unique pilot-ship interface of the Merge (see below). The pilot. After thousands of years. and HR Giger’s original concepts. One section remains in stasis and the alien eggs still reside in perfect containment. but after ten thousand years. with the atmosphere processor destroyed. they succumbed to the elements. Information from this race is compiled from the comics. without transportation. They all soon died from exposure. The Ship was transporting eggs from the Proteus world when an alien got loose and impregnated the pilot. At CL 2. this entire plug-in should be for GMs eyes only. These aliens are considered too unique to the setting for character generation. "Acoustical beacon that repeats at intervals of twelve seconds" --Dallas LV-426 was the world where the lone Jockey ship crashed landed. The ship has withstood fierce storms. The ship from the proteus world crashed landed on a world far away from their Homeworld. The stasis fields in the cargo bay were damaged and all but one bay of eggs were unsealed. 2 . soft-landed the craft on the nearest world he could find and sent out a rudimentary warning beacon. LOCATIONS ARTIFACT WORLDS ACHERON – Jockey Ship Wreckage (CL1) The most interesting aspect of this world is obviously the strange ship that contains the Alien Eggs. the Jockey Race Plug-In adds a few new elements to an existing game. They sent one last ship to pick up “evolved” egg samples from the Proteus planet to study…it never came back. Thus. Without a pilot. the bodies disintegrated and the last legacy of the alien species vanished. and a major nuclear explosion and still remains as pristine as when it crashed. The crash. This is the only accessible artifact other than the aliens themselves from this enigmatic race. The final word is “yes”. The eggs fossilized. All of these rules and descriptions are from a standpoint of running a game in a basic alien game in CL1-6.
The colony has run successfully for four generations without outside contact. The largest of these worlds has a thin atmosphere and 1/3 gravity. yes?” -Ash TIRGU-MIRES – The Observer (CL5) Tirgu-Mires is an old colony world kept off the starmaps on request of its inhabitants. The energy supply there is limitless. When Tirgu-Mires was charted at CL6 by the CMC. was desperate for answers."That transmission. It is a generator seemingly designed to magnetically attract particles from deep space and sends them down into a massive capacitor where it is stored. they didn’t have much time to enjoy it. The surface does contain one strange property. It is unclear what the real answer was. if it wasn’t for the discovery there. recording the extinction of his race. the world would have probably fallen through the pages of history. the corporation sent a very sinister HK squad to investigate. ”What” is the question. 3 . It is entirely possible. It looks like a warning. Hyperdyne. The twin towers protruding from the surface form the cone of the field. Perhaps he was recording the events of the civil war. Mother's deciphered part of it. It seems that a very foreign computer system is present. LOCATION: 10 ly outside Acheron. it doesn't look like an SOS." --Ripley "What's the point? I mean by the time it takes to get there. still merged in his chair that was is home. they were watching us. if the capacitor is harnessed. they found the colony destroyed and the Jockey base missing. that the observer was the last member of his species. generally ignored. I'm gonna go after them. It is also possible. they were to eliminate all witnesses. However. When the colony discovered this treasure. they'll know if it's a warning or not. It was surveyed once and considered unimportant. A scheduled series of core samples from an area off one of the main colony towns revealed a strange material when the drill couldn’t seem to penetrate past several hundred feet. If they discovered what they feared. The small outpost might also have been attacked by xenomorphs as well. quietly observing. When the core samples were relayed." --Ripley "What is it then?" --Ash "Well. but the pilot eventually died of old age. Its seven moons are unremarkable. it can be an instant recharge for any ship there. A Jockey Pilot resided there. It is closely described as a planet based ramjet—an old spacecraft concept where space particles are sent in through the front and rocketed out the back. since this world was the closest of the Jockey’s to Earth. This design is similar. chronicling the history of the Jockey Race. The field itself is harmless and has no harmful effects to spacecraft or people. It is probably infested with aliens. The world receives no supply runs and exports valuable uranium ore to Hyperdyne. finding its worlds vanish one by one. In fact. LOCATION: 5 ly from Helix <uncharted planet> PRISM-177 – The Generator (CL4) Prism is a small gas planet.
initially as a virus since it seems to have overrun the small asteroid world. LOCATION: 15 ly outside Casper / Sinat <uncharted planet> PERI-120 – The Landscape (CL4) It is assumed that the Bio-Alloy was developed somewhere. The Bio-Alloy must have been developed here. This building is enormous and can even be seen from orbit. The organic compound gains nourishment from sunlight and the material contains in the rock. Some scapes wave across the surface like an ocean of living mass. It is assumed this base was the last base wiped out by their creation. as a result of its organic surface. It is thought to be a remote outpost of the Jockey race from eons ago. The compound attacks any refined material and pulls it into its mass.<uncharted planet> CON-888 – The Structure (CL3) The Structure on CON-888 appears to be a ruin of a massive complex. LOCATION: 15 ly outside Pandora 4 . That planet is Peri-120. changes hourly. The Bio-Alloy here has no intelligence but rumors say this might be wrong. The landscape. All that remains is the shell. The Compound absorbs material at a rate of 1K / hour. The base is virtually empty. This makes landings very dangerous. Horizons rise and fall. Some fragments of their technology may remains inside.
At CL6. Each one towers more than twice the size of the great pyramid of Giza. LOCATION: 5 ly off Gimeno <uncharted planet> ISO-567 – The Spaceport (CL5) The single most valuable artifact world besides Proteus is this seemingly barren hostile world.<uncharted planet> HORI-001 – The Mutation It was a foolish thought to think the xenomorphs that caused the destruction of their species was the initial design. The craft is sealed and almost impossible to learn without a pilot. with a larger amount of Nitrogen than Earth. but the entire base was destroyed. It would take the entire CMC fleet days to wipe out the globe. disrupt condensed energy. that we would move into this system to take full advantage of rich asteroid deposits contained within. The Mutations live underground. These silos are build underneath the pyramids since most silos are not pyramid-shaped. The world is gray and cloudy. Under the cover of lightening and wind is perhaps the only current operating spacecraft from the Jockey Race. The six pyramids are all within line of sight with each other. The Egg Silos remain. The silo is perfectly preserved under the surface and contains 250 eggs. It is assumed the Jockey ships were capable of traversing this barrier. about half the size of Mount Everest. No weapons have been found to inflict enough damage to the surface to reduce the billions of aliens on planet. BYRON’S HOPE The rumors that an egg silo is contained here is true. managed to escape to the colony. The resultant mayhem eventually led to the colony’s destruction by CL5. They are the largest deposits of alien eggs of all. LOCATION: 20 ly off Panamar. <uncharted planet> INDRA-300 (CL4) This systems is totally devoid of any worthwhile planets. which seem to neutralize nuclear weapons. It is contained in a massive mountain / pyramid covered by a millennia of sedation. Rumford is one of many planets with Egg Silos deposited by the Jockey Race. At the end of CL6. LOCATION: 20 ly off Marduk <uncharted planet > PROTEUS The Alien Homeworld. undiscovered until CL 4. Eventually. The Atmosphere is covered by a highly corrosive shell filled with radioactive particles spewed from modified volcanoes in strategic areas. It was hoped when mankind moved further into the cosmos. The oceans are totally devoid of any known life. The Snakefighters and Nemesis class ships as well as the Razzia dropship are also protected from these harmful effects but there are too rare to be of any use. an archeological team was killed but one impregnated. covered by centuries of continental flow. <uncharted planet> SAROS-600 (CL4) A methane and water planet contains an egg silo with a 200 capacity over 2 ½ miles below the surface. One of the larger erratic 5 . Over 2000 eggs can be found in stasis here. It is thought the structure was a distant spaceport since the base seems to contain several stalls for spacecraft with one occupied. no spacecraft can enter the atmosphere without suffering inoperable damage. the barren world was considered for repopulation. The structure. Through the walls of the decrepit buildings live a hostile species known only as the Mutation (see later). As a result. HORI-001 was probably once a laboratory. These creatures try to maintain their lives the best they can knowing they can never leave. It is a small silo. and cause havoc to virtually all flight systems. EGG SILOS RUMFORD Merely 500 kilometers from the ice flows lie a group of featureless pyramids. which is absent. they did exactly that. The surface is somewhat breathable. Wary the traveler that lands there. The Jockey Race terraformed this world to be a complete storehouse of the species. The silo is impossible to spot from space and only a careful ground search can locate it. Within the rock contains the Spacecraft. But the Ozone layer is filled with these particles. is almost totally hollow.
Somebody must have survived the war to that point since the planet was later totally irradiated by orbital bombardment. airlocks. some ruins still reside and the fragments of an alien-made hive still exist underneath. All are dead except for one section still in stasis of 50. When the xenomorphs arrived. <uncharted planet> TMA-651 (CL5) TMA-651 is one of the surveyed worlds on the short-list for colonization. LOCATION: 10 ly from Barabazon 6 . An unknown alien craft seems to crash-landed nearby. Mutations seem to guard the structure. <uncharted planet> TSIEN-343 (CL5) A warzone. No crew. LOCATION: 15 ly from Transept. However. no survivors. they quickly dispatched the entire populace. the egg silo there might hamper that. However. and quarters. LOCATION: 10 ly from Chiten. It seems a high candidate for terraforming. Tsien must had been one of the last colonies left standing in the civil war. The entire world was laid waste by fighting. with corridors.rocks holds a small silo. The Silo is made up to be more of a space station.
Very weak in comparison. they maybe have two arms and two legs with one mouth and two eyes but that’s where it ends.. became part of their body when they use their-their tools become extensions of their own mind.. all their tools. utilizing powers never before even imagined. They have dead eyes--seeing and not seeing.. Secretive. ORIGIN LIFEPATH (Superpower Plug-In): Mentalist AND a Gadgeteer specializing in technology and psionics. Their mouths are virtually useless to them as well. Looks like it's been dead a long time. I don’t give direct guides since designing a Biomechanoid as a PC is very unfair to the rest of the group. Surviving Biomechanoids exist but they have gone nomadic across the cosmos. Isolationist..." --Dallas "I wonder what happened to the rest of the crew. whether a hammer or a massive spacecraft. They are tall when standing (12 – 17 feet tall) with extremely strong arms and legs. Psionic power source. Yes. Some are actively searching for all remnants of their technology in order to eliminate it.. THE CHARACTERS The rules for making characters can be discerned from the information below. Some want to rebuild their race from the ground up. like the technology surrounding them Their minds operate on a totally different level. Once again. ranges are given. All have either a morbid fear of a all out dying hatred for the xenomorphs they created.. Two arms and two legs makes sense as do two eyes. They were a synchronizing of man and machine which was the natural evolution of their growth rather than a side effect. Everything else is foreign. Their bodies are Sepia colored although most are found jet black. Very selfish. Non-Human..Looks like it's grown out of the chair. No one can truly be aware on how alien a non-terran intelligence can be. They are also long lived. Although they are themselves organic.Like it exploded from the inside. The technology is so totally integrated into their lives. they seem to have the capacity to merge with their devices. In many ways. It is quite possible the ones still roaming through the cosmos actually bore witness to their species’ own destruction. CHARACTERISTICS: INT: 9-11 DEX: 5-8 WILL: 7-10 CON: 9-11 PRE: 1-4 STR: 10-15 TECH: 10-11 BODY: 11-16 REF: 6-9 MOVE: 4-6 COMPLICATIONS: --Phobia—Xenomorphs—They hate them with a passion but also fear them (Severe) --Obsessed—Destruction/Resurrection of their race (Severe) --Bad Eyes SKILLS Astrogation: 10 Engineer: Biomechanics: 10 Heavy Weapons: 3-6 7 .THE BIOMECHANOIDS The technical term for the Jockey Race were the Biomechanoids.. Fossilized. Values no one and nothing. Bones are bend outward. "Alien lifeform. They keep to themselves and usually wait to die. there is virtually nothing distinguishable between them and us.let's get the hell out of here!" --Lambert BASIC PERSONALITY: Shy. As theorized throughout history. POWER SOURCE (Superpower Plug-In): Self-Created..
eat or extrete. Any Bio-Alloy can regenerate 10% of its total damage ever day. to be flexible and tough at the same time. 8 . ENHANCED SENSES High Range Radio Hearing Mental Awareness Spatial Awareness MENTAL POWERS Mental Attack: 8d6 -. Over eons of evolution past our primitive level gave birth to the Bio-Alloy. The first was plastisteel compound found often in mankind present technology—the advancement of building materials with resilience and strength. The aliens cannot seem to convert Jockey race materials.Pilot: Starship: 3-8 Athletics: 1-4 Hand to Hand Evade: 2-5 Navigation: 7-10 Survival: 5-7 Zero-Gravity Maneuvering: 8-10 Tactics: 2-6 Deduction: 4-6 Melee Weapons: 1-5 Perception: 8-10 Tracking: 8-10 Xenobiology: 7-10 Hand to Hand: 2-5 Melee Evade: 1-5 Ranged Evade: 1-3 TALENTS: Acute Sense (Hearing) Double Jointed Rapid Healing Ambidexterity Eidetic Memory Time Sense Blind Reaction High Pain Threshold Direction Sense Longevity SUPERPOWERS ATTACK POWERS: Energy Blast: 8d6 Stun damage Telekinesis: STR=8 DEFENSIVE POWERS Danger Sense: Any Attack. however. this cannot occur. it could always return to the original shape it was designed for. but found a newer developments in an alternative field.Same as Energy Blast above. Their hives can’t seem to stay attached and they cannot ingest the materials for nourishment or hive construction. The disadvantage of the substance is that it requires a minor circulatory system similar to a living organism for the bioalloy to maintain its organic stability. If the power system is damaged. --Immune to zero-pressure / high pressure / radiation --Immune to all known human diseases --Immune to all forms of aging. Skill=15 Knockback Resistance: -20m to knockback Life Support: --Can breathe underwater and in all gases as long as at least 5% oxygen and 5% methane is present. 4d6 Stun / 1d6 Kill Mind Control: 5DC Mind Link: 1 mind at a time Mind Scan: 7D6DC Telepathy: 8D6 THE TECHNOLOGY THE BIO-ALLOY The Jockey Race developed their technology originally from refined metals like mankind. All Bio-Alloy is regenerative. After that came pure regeneration—to heal the damage dealt to it. Mental Illusions: 5DC. This usually sepia to black colored substance is extremely rigid and resilient and capable of maintaining its shape and regenerating from damage taken. From there came materials that could modify themselves per the whims of whoever was controlling it. The next advancement was the inclusion of memory metals—no matter how much physical damage the compound withstood. --Doesn’t need to sleep. Jockey Race Bio-Alloy seems almost totally immune to alien acid. Acid is only half effective.
A merged Pilot can remain in the chair for centuries on end. The vehicle has eight spherical pods with don’t rotate but do supply the source of its motive power. The GM is free to make up more. this was HR Giger’s theorized schematic of the Batmobile from Batman Forever. Each arm can extend up to 20 feet and has a STR of 10 each. The user must remove the suit to enter any other merge. making the four appendages of the spider replacements for his own. +3 CON +3 Pilot Skill Move = 0 Dexterity = 0 Spatial Awareness SPIDER The Spider may only have four legs that don’t move. if you must know. They generate a gravity field that allows the craft to move effortlessly through any environment. The Spider can hold only one Biomech at a time. The Articulators extend like tentacles from opening in the front and manipulate small objects. but the name still stuck. It fully encompasses the user with a large transparent cover and Bio-Alloy armor. TRANSPORT SUIT The Transport Suit is a fully integrated Environment Suit capable of limited flight. the Jockey has total awareness of everything that occurs onboard the ship. ! 9 . While merged. merged with the ship. Other abilities follow: PD: 20 EKD: 15 EV: 0 FLIGHT: 15m/y NON-COMBAT FLIGHT: 30 m/y BONUSES: 360 Degree Sensing +2 STR +2 CON PILOT CHAIR The Chair merges with the Biomechanoid and allows him to synch in perfect harmony with the Jockey Carry-All. It allows the members of the race to integrate their minds and body with their tools. It is a rarely found vehicle accessed by the Biomechanoids to move from place to place on planet. These devices include weapons . The primary weapon is contained in the cockpit—a turret-mounted plasma cannon. Even though the variety of their technology is endless. The rear legs are primarily used for propulsion. Filaments move from the suit into the nervous system of the Biomechanoid. the additional bonuses apply: All the powers of the Pilot are available anywhere on board the ship. spacecraft. rapid-fire spore cannons. NOTE: Where did this pic come from…well. The spheres rise the craft above the ground and allows for all terrain travel. They can then vanish from whence they came until needed. while the front offer the same with the addition of weaponry and articulators. smell. It has plug-ins for the energy source for the Light Cannon. and the four unique items listed below. The Suit supplies full life support and protection for when the Jockey leaves his/her vessel. Besides piloting the craft. The pilot not only sees all inside and outside the craft but also can also hear. the suits becomes an extension of the user. and touch using the craft. Refer to the ship for the statistics for it. The front appendages also contain the vehicles secondary armament in the from of two side-mounted.THE MERGE The Merge is the pinnacle of the Biomechanoid technology. allowing perfect tactile contact from inside the suit. This massive energy cannon’s long range has been known to strike ships even in low orbit. Like all other devises. I have included all the most common devices.
The Biomechanoid is converted to a female and carries the embryo in an accelerated state. with minor modifications. The DNA pattern of the Biomech can be stored in the creator so a new Biomechs can merge and carry 10 . The gestation period is so long.5k) 15 Bonuses: +3 CON Move = 0 Dexterity = 0 Spatial Awareness SHOTS BR n/a 2m 150 0 TARGET Any Ground THE BIOCREATOR Probably the scariest creation of the Biomechanoids was the Biocreator. The race requires two for reproduction but the decision on who carries and who inseminates is decided at copulation. that when they were numbering less and less. The Jockey Race is generally hermaphroditic. a quick and dirty solution was required.PERFORMANCE LOADED WEIGHT: 25. The Biocreator merges with a Biomechanoid and copies his/her DNA into a new embryo. The Biocreator once was designed to merge with Biomechanoids but has since evolved to the point where it could merge with any organism of proportional size. it eventually evolved into a last ditch effort in reproduction. Basically designed originally as a cloning machine for the dying race. A new Jockey can be born in a matter of days. and successful reproduction so rare among this extremely long lived race.255lbs MANUEVERABILITY: -1 LOCATIONS: STRUCTURE ARMOR MAIN BODY: 5K 3K LEGS: 2K 1K MAX SPEED: 140 ACCELERATION: 45 VEHICLE HARDPOINTS: 1 Turret. but not altogether androgynous. including human. 4 Side weapons BASIC ARMAMENT: WA RANGE DC ROF Plasma Cannon (1) +1 56 000 4K 1 Spore Cannons (4) +1 4 000 10 (.
The 11 .A cave of some sort.A cave! A. CARRY ALL The Carry-All is the massive vessel the Biomechanoid’s use to transport great distances. "I don't know.the same embryo. but left to continue on its course will result in death. The weapon is only one handed despite its mass. It launches ultra-bright energy bursts that vaporize any substance on contact. was to resort to finding biological hosts to carry the new seed. The end result. The port appendage contains the power generators with 5 exhaust nozzles pointing forward for the terraforming generator (see later). but it's like the goddamn tropics in here! -Kane The central hub contains the cockpit and cargo ring. Anything with eyes within 20m must make a CON roll and overcome a DV of 15 to avoid being blinded for 2d6 rounds. The weapon is smaller. but oddly shaped in comparison. While blinded. I don't know. The primary generators are on either side of two large appendages. The ship operates from anti-gravity generators similar to the ones on the Spider ground transport. The Jockey can hold onto it with its strength.. where the pilot lived for most of his life. and sensor array. However. The Cargo ring is a series of honeycombed compartments of amazing size that can carry a large assortment of supplies. It is assumed there were once possibly hundreds of different designs the race used in the exploration and conquest of deep space. but well. Stasis fields can drop. Merged humans can be removed. the light pistol does have the capacity to blind an opponent but only for 1Dd6 rounds and at a DV 0f 10. The Canopy is opaque but only from the outside. There are no bonuses for this device except for the end result. It is one handed but less encumbered than the cannon. LIGHT PISTOL: Like the heavier counterpart. WEAPONS WA RANGE Light Cannon Light Pistol -1 0 2 000 1 500 DC 11 9 ROF SHOTS 20 6 2 000 600 EV -1 0 LIGHT CANNON: The Light Cannon is a large weapon carried by the Jockey and connects itself to the outside power source of the transport suit. freezing the cargo in time. The cargo varies from people to ships to xenomorph eggs. the carry-all became the ship of choice. all DEX and REF skills are reduced by 4. Each module can open underneath and drop to planet safely via gravity generators at the foot of each module. The Carry-All requires a single pilot in the center to operate and most consider any passengers a hindrance.. It knew everything that occurred on board the ship. This occurred because of genetic degradation in cloning for more than a few generations. The pilot also had access to the ship’s secondary weapon from that position. The starboard appendage contains the ship’s flight dynamics. the only place where the pilot can see the stars with its own eyes. since the species became nomadic. primary armament. The carry-all survived through the eons and became the vessel of choice for long distance / long term expeditions. the future generations couldn’t carry the original embryo so new hosts had to be found. It fires from two receptors on a curved plate on the front of this stubby weapon. Above is the Jockey cockpit. Above the pilot was a large canopy. The Jockey is immune to the flash but most others aren’t. When the race went nomadic at the end of their war.
This process is usually reserved for those Jockeys trying to repopulate their civilization.turret cannon can fire directly through the canopy without damaging it. as it was called. based on this successful design. is less that 500 meters across. The Cargo hub is 250 meters in diameter. The Carry-All only rations about 20% of their space to flight systems. The craft from Port to Starboard. If terraforming is accomplished from orbit. This whole process can take years. FTL Crew: 1 Pilot. thickening and converting it to a high methane / chorine / oxygen buffer. This process can only be accomplished on worlds with already existing atmospheres with oxygen content. hard material similar to the plant life on the Jockey Homeworld. The ship is surprisingly small. Variant Carry All Body 35 WT 55. All ships have a –2 to hit this ship with energy weapons Range: Orbital: Unlimited FTL: Unlimited FTL Speed: 0.000 Arm. The Mutation. the entire planet could be adapted this way. The materials already have to be there. Given enough time. the atmosphere is adapted first. It seems obvious that these creatures were designed first and that the aliens we are aware came after.85 ly/day Cargo Slots: 10 Hardpoints: n/a Weapons are fixed. The rest is reserved for cargo and living space. Life Support for 2 000 in Cargo Maneuverability: +10 dodge of guided missiles. The port appendage serves a variety of purposes but it does offer some strange abilities. The primary weapon is a massive Light cannon that can disrupt many large ship’s systems and destroy smaller ones. Most terran ships divert almost 70% of their space to systems. All major forms of life die from the atmosphere change. they just have to be re-combined. It could be possible that the Biomechanoids have fashioned different organisms for every facet of their lives. then organic life. It is said that the ships and weapons are all mindless organisms. taking the size of the planet into account. Simple forms and plant life are converted into the dark. 12 . Basic Armament: WA RANGE DC ROF BR Turret Cannon +3 70 000 1K 6 10m Main Gun -1 350 000 7K 1 150m TARGET Air Any NOTES Same as Particle Beam THE MUTATION / PROTOTYPE The mutation either is the next stage of the xenomorph organism or a prototype design. This includes first adapting the topsoil and the organic life and then converting the atmosphere. 10 MV -5 Move 100 Mach 2 Orbit 15 SR n/a SYSTEMS: Communication range: Orbital. making it more compatible with the bio-alloy. it can convert the terrain around it to match the biomechanical landscape of the Jockey Homeworld. Evidence seem to point that is neither. Evacuation: 1 Spider Armament package: 1 Transport suit with Light Cannon and Pistol Bonuses: Invisible to all radar. very hazardous to most carbon-based life. When landed. a separate purpose organism designed for an ulterior motive. is an organism seemingly only found in ruins of the Jockey race leading evidence that they are sentries or guards for their long dead masters. and then the ground. The ground is hardened and blackened. The Carry-All has the capability to alter its surrounding. each designed to serve a different purpose and that the aliens we are aware of are just the different forms of a mindless organic machines. except these are bent on destruction.
The creature is assembled from scratch and implanted with instructions on what to do. It can still grow and heal by the absorption of outside materials whether organic or inorganic but cannot reproduce by the use of eggs or queens. Its head is a long-formed snake-like neck with an end formed with spear-like teeth. in the trunk. if he could ever get the creature to stand still love enough to have its brain removed. If the number is greater. They are totally designed from a defensive standpoint. black. or person. 13 . craft. from the ground up. and more intelligent compared to an alien drone. of bio-mass to create a mutation and the process can take more than 48 hours. They bare many similarities to the offensive creatures encountered in the Terran systems but are created from a totally different template. However. This biological programming is done when the creature is created. Once programmed. both are large. The unit is also programmed only to allow a certain number of fellow mutations around it. no central brain nor a desire for expansion. In a one-on-one fight. This is only capable by a Jockey using its biomechanical technology even though it is not impossible for a doctor with a masters in Synthetic engineering to crack it. it has no desire to reproduce. their own mutation be converting biological life and then reprogramming a brain on a copy of their own. The brain is located in a large skull-life formation. these creatures never rebelled against their masters because they were never programmed to be offensive. an xenomorph is no match for its predecessor but the shear numbers of the aliens sway the odds since Mutations are never seen in more than packs of three or four. It is a very difficult task to reprogram since it entails removing the creature’s brain and biologically reprogramming the synapses. and single-minded in their purpose. There is no hive structure. stronger.It seems apparent that these mutants were never mutations but a totally redesigned organism. The Prototype is larger. armored. These creatures cannot necessarily reproduce. they are responsible for making up the difference. There has never been a report of a prototype breaking its programming since there is nothing below it. Even then it is no guarantee that the implantation would be successful. usually in a large vat in a lab either on a planet or on a ship. If under the limit. However. It is usually kept alone or sometimes paired up to defend a certain installation. the group will remove the straggler. Both are very violent to their opponents. It has long legs and arms that end in many fingers with long digits. but can create. it can only be reprogrammed by someone who can access its biological programming. It takes more than 800 lbs.
these prototypes will not retreat from fire . It can also use smell and hearing as well. CHARACTERISTICS: INT: 8 WILL: 10 REF: 13 TECH: 7 DEX: 15 CON: 13 STR: 17 BODY: 17 RUN: 24 SWIM / LEAP: 8 HITS: 85 (1. Electricity has only a half effect. and all Gases. SENSES: The prototype uses motion and pressure senses to locate its enemy. OTHER ABILITIES: Prototypes are immune to all other psychological problems as well as all known diseases. and Luck. All normal detection systems are normal. All Characteristics not listed are assumed to be One. It needs air to produce sound of course and also maintain temperature. the following characteristics are not applicable: Humanity. but it has no form of visual senses. --Mind Control is possible but hard. --Prototypes are immune to Mental Illusions and Mind Link.Their special abilities follow. Therefore. PROTOTYPES DO NOT HAVE ACIDIC BLOOD DETECTION: Prototypes are invisible to infrared and therm-optics. BODY: The skin is immune to all atmospheric effect including zero-G. PSIONICS (OPTIONAL) --Prototypes can talk mentally with their Jockey masters and answer to their call easily.2 K) ED: 20 (0. It is also immune to radiation.5 K) STUN: 120 SD: 30 REC: 30 WEAPONS: Range: WA: DC: SPECIAL Teeth 2m +1 9 Can also grapple / armor piercing Claws 1m +1 6 Can also grapple 14 . Endurance. GROWTH: A prototype has no pre-designed lifespan and can exist as long as there are sufficient supplies to maintain its own biomechanical cells. Unlike other creatures. They can remain perfectly still and immune to motion sensors unless they decide to move. It cannot be blinded in any way.7 K) KD: 18 (0. Stun Defense is given a very high number. They can never be fatigued or stunned. It does not use air as we know it.