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After the Alien threat was eliminated, all seemed peaceful…for a time. It took decades to eliminate the alien presence from the Universe and decades more before Earth was repopulated and risen to its previous level of power. The only few corporations left were placed under jurisdiction of the defense department. The CMC, once controlled by the corporations, became the overseers of their once masters, preventing them from threatening humanity again. By the end of the century, the presence of the alien was all but forgotten. But man would soon be tested again… Some say it was a remnant of the aliens. Some say it was natural, or manufactured. The Lasurta plague swept through the systems, killing people by the millions. By the time a cure was finally found, Mankind was reduced to a shadow of what it once was. One catastrophe after another…Aliens, then a disease… But we rose from the ashes. Few corporations were left. Even the CMC was absorbed into government. Society was pulled back three centuries, forced to start over, re-colonizing worlds they had once dominated the century before--The Frontier Days all over again. Space is filled with wrecks and remnants of a forgotten age, when hundreds of corporations soared into space, sending millions to search for bigger, better worlds. Now, mankind pulls to recover and re-build. As the newly formed United Systems Military scouted the dead colonies of a past life, they came across strange records about a past war…a war dealing with an unknown life form. Seemingly, the need to recover man’s foothold on the cosmos, recovering from the past Armageddon, caused them to forget that which almost caused their extinction—The CMC was very thorough eliminating the alien’s presence, allowing mankind to start over. However, they didn’t eliminate everything. The USM found information of a super advanced life form that could offer leaps ahead in technology in many realms. Unknown to the danger, the started down the path again…
CONSPIRACY LEVEL: 2 Effectively…very little is known of the alien species. Only the upper ranks of the USM know of their existence. TECHNOLOGY LEVEL: 2 Effectively…few weapons are available. Only mass-produced models. There are a few new models available from the USM. NOTE—OLD TECH: Every single spacecraft and vehicle currently being used by man is at least 50 years old with most aging more than a century. All ships and vehicles, unless stated otherwise by the GM, will have all the statistics halved. They also require almost double their engineering crews to maintain the vehicle in that state. Weapons are the exception. They operate normally. The new ships’ stats are offered mint condition and have not been printed “damaged.” CHARACTER MODIFICATIONS: A PC cannot have any alien-related skills unless a possible explanation can be given. The same applies to the synthetic skills (see below). NO equipment past TL2 either.
Alexandria controls the operation now. MIRAGE: Weyland Yutani vanished. KEYSTONE: Keystone is one of the few colonies untouched. 2 . the repopulating was kept to a minimum. was recolonized by Hyperdyne. There is only a small Service Base here. MICOR: After most of the corporations fell. POLAR STAR: This outpost remains. A large remnant of the CMC was absorbed by Falcon and defends that planet like a fortress. Colonies still live on the surface but under a smaller blanket of security. HYPERDYNE SYSTEMS: Hyperdyne struggled and finally was pushed down into a supplementary role after the Synthetic industry was buried. albeit half the size they once were. Alexandria keeps its position regarding the alien species…total extermination. REMAINING WORLDS EARTH: Earth rebuilt and was terraformed almost from scratch. there are hundreds of population centers but not one over 3 million. HILO: Same NEW CHICAGO: This old mining and survey planet turned Service Base has grown to over 500 000 and shows no signs of slowing. along with most of the other corporations. SARGON: A mining colony opened up about a century ago after the egg silo contained there was destroyed. The Alexandrian government runs it. Their finances struggled but maintained. It has grown to be one of the largest mining colonies in operation. The Alexandrian government runs it. It has grown to several million. NOBLE ORE: A titanium-mining site with five domed communities. The total population of the planet numbers less than 1 billion. They still run a handful of colonies. no tolerance. DEADFALL: Deadfall has since become a monstrosity of radiation and meteor collisions. Its laws are stricter and the crime rate has dropped. Now. Few people visit. SHINON: Shinon was turned into a major colony 50 years back with a population of 50 000. originally Weyland Yutani. It is still fortified but with half the military outposts from its peak technological level. GRANDHI: Grandhi survived and still grows strong. It took control of most of the systems outlining it and still maintained independence through it all. NEW EDEN: New Eden healed and was recolonized. Sporadic fighting stopped. NEW EDEN / JV: New Eden/JV’s commitment to isolation saved itself and it considers itself its own autonomous nation. It remains to the day.REMAINING CORPORATIONS: GRANTCORP: Grant Corps is the largest Terran Growth Conglomerate around. This planet. They still construct some spacecraft and a few weapons for the USM. Micor grew. and no industry at all. far way from Earth FALCON INDUSTRIES: Falcon still resides exclusively on Asyantax’s moon and commits their entire budget to maintaining that world. CRYOSPHERE: They avoided infestation and kept isolated even today. It was never touched during the war. ALEXANDRIA: Alexandria remains as the largest population center in the Terran civilization. However. Alexandria’s democratic government is no longer quarantined since the cradle of humanity crumbled.
The United Systems Military recovered many of the same military powers as the CMC except that they answer to the government. M3 suit. armor. however. Unfortunately. M41A1 Pulse Rifle. and weapons. living off the funding from the surviving corporations like Alphatech. There is very little room for John Wayne heroics. The largest difference is that smaller space the APMC patrols in comparison to its CMC predecessors. UA 571-C Sentry. Their opinion on the alien species is total annihilation. VEHICLES AVAILABLE: M577 APC. around 30 of them). M42A Scope Rifle. NTV Mk 1 Snakefighter (rare). and All Tanks. UA 571-D Sentry. weaponry. grew in strength. formed after the Plague. UNITED SYSTEMS MILITARY (USM) Almost two centuries ago. They patrol areas of space ten fold that of their predecessors. M240A1 Flamethrower. their own military force. is small since few support craft are available. UA 571-F Sentry. M292A2 Self-Propelled Gun. Visually.MILITARY ORGANIZATIONS ALEXANDRIAN PARA-MILITARY CORPS (APMC) The APMC is crewed by almost 80% ex-CMC personnel. AD-17 Cougar Strikeship. Their operation is exactly that of the CMC except they have only one group to answer to. M5 RPG. The government’s power increased and soon. Military justice is the same. The military channels are kept under tight control since the government has a very small realm to look over. the ICC fell apart. The APMC is small and its only mission doctorate to to protect the expanded Alexandrian government. MK 50 Compression Suit. No Xenobiologists. Standard military equipment is the same as the CMC. The standard rules for military justice apply to the letter. The APMC spreads itself thin across the light years it must patrol. the APMC mirrors the CMC is every way. They have the Colonial Marine Corps rulebook in their possession and they follow it step by step. They have a substantial fleet exclusively made up of Conestoga Cruisers in almost immaculate condition with double crew capacities to maintain their systems. One of these was the Colonial Marine Corps. Grant Corp and Hyperdyne. Duchamp Blaster. AEROSPACE AVAILABLE: UD-4 Cheyenne. PN 30mm Grenade Launcher. Ghillie Suit. They survived longer than the ICC. not the corporations. Procedures and rank structure are identical. Flak Jacket. The corporations fragmented and finance fell through. they are a mere fragment of they once were. M83A2 SADAR. and ships. They have a well equipped force of Cheyenne Dropships are their disposal. M10 ballistic helmet. Conestoga (prime and only military transport) STANDERD LOADOUT: All ships in the APMC are Conestogas (At last count. ARMOR AVAILABLE: BDUs. Gee Suit. No technology past TL2 is available including no Bougainville class ships and no Razzia’s. The APMC exclusively uses CMC equipment. M56A2 Smart gun. Few 3 . Kevlar (Light). Almost identical to the CMC. M-23 "Thumper". their United Systems Military is more disorganized with lower technology. A few Bougainville were rumored used by elite forces but none have been seen in years. M41AE2 Pulse Rifle. K 25 Pressure Suit. The fleet. M21A Shotgun. Stocks dropped and most projects found themselves without funding. Kevlar (Heavy). M78 PIG. M112 HIMAT. WY Shielded Combat Helmet. PROCEDURES: The same as the CMC. Even though the CMC still exists as a security force from these remaining corporations. WEAPONS AVAILABLE: VP 70 Pistol. Kevlar (Medium). L96 Sniper Rifle.
Only the upper echelons of command know the true objectives of these secret projects. Some are so secret only a few high in the USM even know of their existence. Those who do no learn from the past are fated to repeat it. The United Systems Military is half the size the Colonial Marine Corps were at its peak. The USM still needs a lesson. the USM forces remains scattered since most patrols cannot reach a hot zone before the conflict resolves. In many ways. With a vast amount of space at their reign.more designs survived in the interim. Half of their USM-1000 Heavy Platforms are converted to scientific research. The biggest difference between the CMC and the USM is the combining of science and military. As a result. One of these old designs still used is the monstrous USM1000 Heavy Platform (Auriga). The CMC’s bioweapons’ division was small. Of these. recovering old records ands relearning the advancements forgotten to man through war and disease with the hope of expanding into lost colonies. There is also an unofficial paranoia of an attack from the Alexandrian Para-Military Corps. the United Systems Military has mutated into the force it once tried to protect its people from. more than two-thirds of them are compartmentalized (top-secret). The USM is committed to getting the technological edge. The USM’s operates identically to the Colonial Marines except there is no corporate loyalty. few are sure how many of these platforms are in service of the USM. The APMC has learned from this. relying more on dedicated corporate scientific corporate groups. Some say the number is as high as 4 . Some say as few at eight. The United Systems Military has a completely independent science division occupying more than 30% of the USM’s operating staff.
M3 suit. The United Systems Military has often been compared to the British Royal Infantry of the First World War. USM-200 Wraith Assault Cannon. Other rumors indicate that the secret of the existence of the Jockey Race is known to the highest ranks of the USM.90 Reliant. USM-1 Heavy Platform STANDERD LOAD: Most crews are assigned to either Conestogas or the monstrous USM-1 Platforms for military or scientific detail. bouncing from the old colony worlds. Standard Military gear is the same as the CMC except that instead of the M-41A Pulse Rifle. Heavy Weapon personnel are equipped with the dual purpose Wraith Assault Cannon. Flak Jacket. UA 571-F Sentry. looking for remnants. PROCEDURES: Secluded stations and ships have been known to operate with their own agendas. trying to recover lost technology. Kevlar (Heavy). Kevlar (Medium). USM-202 12mm Pistol. M21A Shotgun. M10 ballistic helmet. Gee Suit. The USM is not afraid to send men into sure death to further their goals. All Tanks AEROSPACE: UD-4 Cheyenne. Very little is know to what happens to these bases and sips between transmissions and supply runs. UA 571-C Sentry. Years can pass between communications in the patrol areas. Ghillie Suit.eighteen. All pistols are the USM 202 Pistol. Use the Colonial Marine Corps rules loosely. Punishment is more severe. M78 PIG. WEAPONS AVAILABLE: M4A3 Pistol. (New Weapons are below) 5 . UA 571-D Sentry. and that several ships are years out of rim. Conestoga. Xenobiologists are allowed. MK 25 Pressure Suit. M5 RPG. ARMOR AVAILABLE: BDUs. N-1 Bougainville (rare). Military justice is looser and commanders who assume total authority over their bases have often broken the rules. Kevlar (Light). HA-117 Stingray. M112 HIMAT. Scientific personnel are at higher proportions and crew manifests should reflect that. SV. Polymer/Alloy combat armor rig. M42A3 Light Rifle. MK 50 Compression Suit. with more than ten of these monstrous vessels roaming out of patrolled space. USM-101 Burner Shockrifle. M83A2 SADAR. One rumor holds that there are a few that are total self-sufficient. M292A2 Self Propelled Gun. M-242 Combat Buggy. the USM equip their men with the Burner Shockrifle and instead of the Smart Gun or Flame-thrower. DAIHOTAI 8X8 ATV. VEHICLES AVAILABLE: M577 APC. Shielded Combat Helmet. Punishment is more severe and missions more drastic.
However.NEW WEAPONS WEAPON Burner Shockrifle*@ Shock Rifle Wraith Cannon*@ Gyroc Flamer USM-202 Pistol USM-00 Hold Out Concealable Pistol “Johnner” Thermos “Vriess” Shotgun USM-B1 Grenade WA -+1 0 --1 0 0 0 -1 0 -2 0 RANGE -50m 900m -1 200m 3-30 100 m 50 m 50 m 50 m 50 m Throw DC -1-9 (stun) 3 9/4 -8 / 10 / 12* 6/6** 6/3 5 5 5 5/5 10 ROF -50 3 -1 3 3 2 2 2 1 5m SHOTS --30 -15 30 9 6 6 6 8 1 EV 0 ---1 --0 0 0 0 0 0 COST 3000 -9000 --600 500 800 600 1 000 200 *See below **6 DC is automatically done next round if it hits the first round. which drops the capacity of the rifle. since many ships in operation nowadays are so old and decrepit. @ Dual weapons can switch instantly without a delay or penalty. one impact is usually enough to fatally drop an opponent. The weapon could also be set to change the output of the pulse. The Burner was the ultimate evolution since most men and women assigned in the USM are posted in space in stations. The resultant weapon became the standard design for the Wraith Cannon as well. the weapon was a high-powered magnetically propelled explosive tip flechette rifle (200 / clip). Few are stationed on planet. The weapon can be fired in almost any environment because it does not use traditional explosive propellant. the weapon proved heard to critically wound an opponent so the need arose for a second weapon capable of offering superior firepower when the risk of a hull breach was no longer applicable. the DC4 damage is done directly to the target 6 . USM-101 BURNER SHOCKRIFLE: The Burner Shockrifle became the USM standard sidearm early in the corps’ inception. The pulse is recoilless. The electric “pulse” gun was invented. If it penetrates the armor with the initial shot. However. It uses a rechargeable capacitor for power that can be replaced at ease (50 cr / clip). The additional DC4 damage is the explosive shell detonating the following round. platforms or spacecraft. The shell is unusually large. The first DC is from the initial impact. Instead of a high cyclic rate. they could not withstand a simple internal hull breach. The need arose for a weapon that could both be deadly and safe. It was the USM’s plan to incorporate multiple firearms into a robust package.
the small size of the weapon meant a low fuel capacity. (10 stun). There are three types of ammunition setting available. USM-200 WRAITH ASSAULT CANNON: After the successful implementation of the Burner Shockrifle. However. All materials considered combustible will not reduce damage until it is destroyed. The only disadvantage of the weapon is its low capacity. the USM started with a low-capacity flame-thrower. it will continue to burn every next round for full damage for 2D6 turns. Without the explosive type. The Burner also has an optional flashlight attachment (50cr). underwater. The weapon basically was a grenade with a solid fuel rocket attached to the rear (500 / clip). the increase in size allowed for an increase in firepower. The Gyroc shell. Which it can then fall or be deflected around to be detonated from 1 – 10 seconds later. The Wraith also has an optional flashlight attachment (50cr). It and the Wraith are illegal outside the USM. The designers decided to rebuild the concept from scratch. The newer solution used a self-propelled gyrojet rocket as a shell.without the benefit or protection. The weapon is underpowered in comparison the old CMC Flame-thrower but most APMC personnel can only operate one weapon at time where the Wraith can switch instantly between its Flamerthrower and Rifle. The variability of the Wraith’s Gyroc made it instantly popular. The weapon is also recoilless. Each shell can be adjusted (taking one round): Type: Type 1: Type 2: Type 3: Damage 8 10 12 Blast Radius 5m 3m 1m The Gyroc Shell can also be adjusted with a explosive delay. However. This weapon was designed to offer. It and the Burner are illegal outside the USM. the designers took an alliterative route in the final plan. If still not extinguished. Instead of a pulse weapon. being basically a propelled grenade. etc. like the Burner. Damage is immediately done again next round if struck. The Wraith was the result. It will then burn itself out (300 cr/ clip). The Wraith’s alternative weapon was originally going to be a higher cyclic version of the Burner railgun. the shell is a basic baton round. an inner-ship weapon accentuated with a highkill counterpart. is an explosive tip weapon that detonates upon impact. Most swear by this weapon. Unfortunately. it will continue doing –1d damage after until it fizzles itself out. 7 . high-pressure. the USM decided to counter the APMC’s CMC Heavy weapons with a single solution cannon. This makes the Burner’s shell weapon exceedingly viscous. others detest its clumsy size. The Gyroc shell fires out and propels itself making it useful in space. If not extinguished.
a special modification. concealed within the sleeve. When needed. When the primary weapon is empty. Simply. Amazingly enough. The weapon became a popular from a standpoint of pure power. USM-00 HOLD-OUT: The USM-00 is s small. The major drawback is that weapon’s harness makes reloading almost impossible (same as the pistol— 40cr/clip--) since the harness impedes the process. 10mm Armor Piercing pistol originally designed for colony law enforcement but found popularity all over the colonies because of the cheap cost. The CP uses a USM-00 Hold-Out Pistol built around a harness mounted over a user’s arm. but the obvious penalties do apply.USM-202 12mm PISTOL: The USM-202 is widely used by almost every force including smugglers and pirates. it is armed with a similar delayed HEAP explosive similar to that used in the Burner Shockrifle. “JOHNNER” THERMOS: A regular stainless steel thermos was modified by a popular smugger to contain the rugged USM-00 Hold out. the design was stolen and is now mass-produced by many independent groups. The whole procedure takes one round. its popularity skyrocketed. However. When the Concealable harness was converted for the design. Like the Shockrifle. It retrieves the second weapon and launches it. Of course. it drops and the arm retracts. to increase effectiveness yet again. since a barrel hole might 8 . Even though it is a standard caseless weapon. two harnesses can be used on both arms. Nerve impulses launches the pistol into the user’s hand that can be instantly fired. Unfortunately. the thermos still contains 500 ml of liquid (usually alcohol). armor piercing rounds (1/2 armor) designed to be cheap and effective (40 cr / clip). However. the handle pulls from the top and the weapon fires from the bottom. it does additional damage the second round (3 instead of 4) and does it directly to the victim if the shell penetrated the armor the previous round. it could inflict more damage than any other pistol. Several models exist but the original specs are the same. CONCEALABE PISTOL: The CP was built from scratch. This deadly pistol found use everywhere in known space. Reloading take four full rounds since it involves removing the harness altogether. released fifty years ago (doubling the cost) adds a backup weapon on the same arm harness. titanium-tipped. The shells are small. designed as a backup for personnel in potentially hostile situations.
The entire thermos must be disassembled to reload (almost full 30 rounds) so this process is not recommended in fighting. The weapon is hard to reload (each round costs 50 cr) and must be reloaded two every round to its eight capacity. USM-B1 GRENADE: With addition to the other grenades offered with the CMC. When firing the shell. The weapon is then instantly available for firing. The gun can be pulled and fired in the same round. It comes available is 4 pieces which can be assembled in two rounds. giving away the identity easily punctures this plate. the bottom is a solid plate. 9 . the USM released their own design with the objective of making it more powerful that any other currently in use. The USM-B1 one of the largest grenade designs available. The weapon can still fire of course. Both barrels fire simultaneously. The grenade is very powerful with a ver large field of damage. the grenade can be set to a 99 second timer or detonated from a single button push. The Shotgun is a double barreled 12 gauge with explosive slugs as ammunition. arming it. The Thermos is useless unless repaired. The Thermos is an emergency weapon and should not be used is sustained fighting unless a backup weapon is available. “VRIESS” SHOTGUN: Another invention by a smuggler was this shotgun built from scratch. From the detonator. It contains a remote detonator that his pulled out of the unit. causing two hits of 5 DC each instead of one.give the identity away.
which liked the amazingly versatility and maneuverability of the freighter. some military forces have employed it as a replacement design to deploy armor and troops to the surface of a planet. The other is large and cumbrous. even more closed in engineering conduits. The LRCF also sports weapons pods although those are optional. down. The LRCFR’s cargo is contained all on its bottom deck. It can go in a straight line and plot around gravity fluxes. The LRCF became an instant hit with pirates and smugglers. the Runner has also been seen as a support military craft but not too often. light freighter similar to the short range Hauler. is an almost an antique and offer little in the form of automation. A CMC Armored Personnel Carrier can just barely squeeze inside. trained pilot. The maneuverability came from the two Lockmart TF-100 Ion drives on modular movement racks which can be pointed back. The basic design was unchanged since it came out and has been modified so many times by their original owners. It takes a bit longer to deploy but since the Runner is cheaper than a Cheyenne. Since it also carries a mild armament. and prohibited in most ports. The cockpit has five stations and is almost indistinguishable from an M-Class starfreighter. which can open up via to large base cargo doors and lifted down to the surface of a planet. The module is large but usually constructed. These engines allowed the ship to enter an atmosphere with ease and maneuver better than any other ship of its size. The three decks of the ship are used efficiently with cramped quarters. A LARETEL WF-15 1.NEW SHIPS LONG RANGE COMMERICAL FREIGHT RUNNER (“THE BETTY”) The LRC Runner’s design was rumored to be of the last Lockmart put out before they went under. being more tall than wide. The LRCF Runner is a fast. The biggest difference is speed and maneuverability where the Hauler is compared to a clunky rocker. but that the maneuverability stops there without a dedicated. The TF-100s are independent on their modular “arms” with their own separate fuel source. 10 . it is not sure if there are any left in there original format. and a very small cockpit. Only one is small and maneuverable. unfortunately.5 Terawatt fusion reactor powers the primary engines on the tail. Both have similar guidance and control systems. The LRCFR is actually one of the smallest freighters currently in operation. The computer system. The evidence originated from the similarity in the basic design from this craft and the much larger M-1 Starfreighter. and even forward. the LRCF is compared to the Cheyenne Dropship.
core mainframe dubbed “Father. The vessels were originally designed as a single large mobile construction center but the versatility of the base resulted in the USM ordering a baker’s dozen of them. 10 space suits. The Platform is equipped with a 35 Terabyte. their capsules will be loaded by the automatic systems. Self-destruct protocols are initiated manually. If the crew is in hypersleep. However.5 Orbit 7 SR 50 Communication Range: 5 000. Father runs the extremely tight security systems on board. 11 . Engineer. Armament Package: None Standard Range: Atmosphere: Unlimited. FTL Crew: 4—Captain. at any time. They have limited defensive capability but make up for the onboard weapons with an immense cargo capacity. If any disaster occurs and no orders have been given. Over 3 kilometers long. The Platform could pilot itself even if the crew were all dead. The Platform carries 20 type 559 emergency escape vehicles (same as the 337. which is usually Earth. combat or navigational decisions made by the ship can be overridden by the commanding officer. Pilot. Life Support for up to 15 Evacuation: 1 EEV. the USM-1 only requires a twelve crew to operate at optimum efficiency. construction yards. and Support. and mobile laboratories with the later become the most popular configuration. Father autopilots the craft to home base. The further models were retrofitted as troop and logistic transports.” Father is one of the most powerful computer systems installed in mobile contractions. Even the flight systems can be run by automation. Rumors indicate more were secretly ordered. Backup is provided by an 8 terabyte mainframe and local terminals dispersed throughout the ship. just slightly visually modified.5 Craft Slots: None Cargo Slots: 10 Hardpoints: Two Standard Armament: None USM-1 HEAVY PLATFORM / MOBIEL LABORATORY (“THE AURIGA”) The USM-1 Platforms currently stand as the largest ships in operation since no Razzia exist. The ship may also be scuttled by the CO. carrying mostly support and mission personnel.STATISTICS Variant Body LR Runner 10 WT 45 000 Armor 2 MV -5 Move 80 Mach 0. Orbital: Unlimited FTL: 10 FTL Speed: 0. It is mostly automated. causing the reactor to go supercritical from 2 to 30 minutes after initiation.
investigating forgotten technologies. Capsules for up to 200 crew. The Platforms became popular because of the robust design.2 ly/day Drop Slots: 0 Craft Slots: 30 Cargo Slots: 100 Automatic Controls: 12 base skill Hardpoints: n/a Basic Armament: 8 XIM-28A missiles. Armament package: Full Stock. Replace all weapons with USM equivalents. Variant Razzia Body 80 WT Armor 900 000 8 MV -10 Move -- Mach -- Orbit 10 SR 300 Communication range: Orbital. 12 . Range: Orbital: Unlimited FTL: 10 FTL Speed: 1. 6 Nuclear Captor Missiles. 8 infrared lasers on turrets. 500 Space Suits. 4 30 mm Railcannon turrets (each turret has two linked guns). 60 decoys. 100 orbital mines. Military configurations usually carry half a dozen military support craft including Cheyennes and a variety of fighter craft. Eight XIM-28A Long Lance ASAT missiles are mounted in the nose. 10 Engineer. making it radically light for its size. The Platform also sports railguns concealed in hidden turrets and 80-megawatt infrared lasers. FTL Crew: Automated. 100 Re-Entry Pods. 1 000 more capable in Cargo Additions: Full stock Evacuation: 20 EEVs. Most are crewed by scientists and military personal and wander through the deep.The main space-to-space arsenal of the Platform is very similar t the Conestoga. 3 Navigator. The ship is amazingly speedy form its four McKinley Plasma drives outputting more power than four Conestoga class vessels. 9 maneuvering drones.
some of them were smart enough to go into hiding. this predicament was the farthest on the designers' minds. All the others built upon their basic behavioral protocols. The LM7s have more variants than all other synths put together. these were the latest and the best. unaggressive programming from before. many became conformable. Most tried to settle into human lives. ate. the LM7 reports faded. There were even some which replaced their white blood stream with a modified dyed red but some suspect this was a rumor to get military HK parties paranoid. Unfortunately. The strangest explanation offered was that their designers added a full realized life cycle. They were too good. For over a decade. almost every model was an LM7. Fortunately. However. making it impossible to track synths. All old synths broke down. or possible mass rebellion. The new models slept. after a few violent incidents broke out. They didn't feel like being told what to do. There were a few that got out alive and immediately went into hiding. they dreamed. up until 100 years ago. Soon. Because of the chaotic social structure in space. but most importantly. all LM7s were hunted down and exterminated. Some ran to Alexandria where a couple LM7s still operate in the open. But they started becoming harder to control.SYNTHETICS 3rd GENERATION LM7 SYNTHS The biggest omissions in this day and age are the synthetics. Fearing a larger incident. All the maintenance centers were stopped. themselves were hunted) cleared out most of the memory banks at the synthetic construction buildings. LM7s were being shut off. Instead they buried it. These violent models were explained away by the previous generation of synths as radical mutated programming flaws. The advancements increased every year until finally. There was a short lived 13 . they started increasing beyond the limits imposed on them. Most LM7 can still be discovered if a simple finger is cut. some modes were encountered performing tasks they were never designed to do. At last count. The industry found a boom with the AdCap synths that blurred the line between android and human. there were more than 750 different variant designs. That’s when the 3rd Generation Synths appeared. they have kept out of the spotlight. They overrode their own behavioral inhibitors. The synthetic creators made one fortunate modification. They had free will but kept many of their passive. by fifty years ago. Since LM7s are more intelligent than the average human being. The new brains were so well designed. It is unsure how far they infiltrated. Deemed LM7’s by their android creators. However. They were supposed to revitalize the synthetic industry. Some models appeared in places they were never sent bringing to the surface rumors that some models were re-writing their original programming. the government ordered a recall. The last LM7 was rolled off the assembly ten years ago. the robots were designing themselves. Many of the LM7 designers (before they. Most had already closed since the LM7s were maintenance free. It became increasingly difficult to hunt every single model. It was a massacre.
AVERAGE AGE: 19-45 INT: 5-7 WILL: 10 PRE: 4-6 TECH: 6-8 DEX: 4-6 CON: 10 STR: 3-5 BODY: 4-6 HITS (Average): 25 KILLING DEFENSE: 5 RECOVERY (TL5): 10 Education : +4 (+5) Computer Programming: +4 (+6) Electronics: +1 (+3) Navigation: +1 (+3) Performance: +3 (+5) Conversation: +2 (+4) Perception: +1 (+3) Hand-to-Hand—Evade: 0 (+2) Research: +3 (+5) Survival: +2 (+4) Mechanics: +2 (+4) ABILITIES: Ambidexterity Eidetic Memory Double Jointed REF: 4-6 MOVE: 2-4 First Aid: +2 (+4) Acrobatics: +1 (+3) Mimicry: +2 (+4) Science: +3 (+5) Paramedic: +2 (+4) Night Vision 14 . 12: Although Synths cannot harm human beings. LM7s are most closely related to the Eloise synthetic prototype. 8: No ceiling limits to skills with the following bonuses below. Players take the bonuses then add their given OP to them (usually 30 but it increases if the GM has awarded more points to PCs) 11: No military skills can be chosen if it involves causing harm (Firearms. 6: Hits are the same. the unit is out of commission. This is hopeful since at least 3 or 4 models are discovered and eliminated each year. the units are utterly destroyed 8: Killing Defense is generic for the Synth. If reduced to more than twice its Hits. 5: No perks or privileges. The following minimum requirements must be followed: INT: 6 TECH: 7 REF: 6 3: Complications are allowed and considered programming flaws. The GM may make an exception if the behavioral protocols have been deleted. No more than 20 points should be allowed though. LM7s generally have only basic behavioral inhibitors but their personalities have changed so much. Every five points after that reduces every characteristic by one. This resulted in a popular joke…that if someone is too nice. Reducing the BODY to zero destroys the body but the brain can still be salvaged. the LM7 still works but at half abilities. 10: LM7 take the skills listed in “( )” below. the only real way to be suspicious of an LM7 is that in this day and age. they are fully able to choose evade skills. they are the nicest people around. LM7 CHARACTERS LM7 Characters are possible. 9: LM7s have a computer interface located in each arm and can communicate directly to the computer that way.). 5: LM7s automatically have a 10 WILLpower 6: If the hits are reduced to zero. LM7s can be anywhere from 10 – 50 years of age. When INT is reduced the zero. 2: LM7s have double the humanity of a standard human. All of their rules follow: 1: LM7s have no Stun and are unaffected by all weapons that cause stun. LM7 are synthetically grown but the connection to the alien biology was removed. 4: LM7s Endurance is triple that of humans. ignore this number. You cannot add half your stun to your Hits. Eloise was created within an alien egg. Either way. Energy Killing Defense is the same number. 2: The PC is given the same CP as the others character to spend on the remaining eight –10 (thus giving a +10 to other abilities). 7: Any major body part that takes ½ the total damage of the synth is lost (arms and legs only). Rules for the LM7 differ slightly to the standard Synth. 3: LM7’s have no psychic defense and are immune to psychic attacks unless it is telekinesis. Heavy Weapons. The following rules apply: 1: WILLpower and CONstitution are listed automatically as 10.rumor that one genetic plant still puts out LM7 designs to infiltrate society. at this point. Because they have no stun. EXAMPLE MODELS: Too many to mention. Their computer skill is effectively double that listed. All other skills are open. the brain has been destroyed. etc. 4: Talents not already given only cost one point instead of three. 7: Lifepath. they might be a synth. 9: Standard Synths take the average Characteristic below. Family are hard to find.
A deep space Mobile Laboratory. Even those sporadic attacks decreased after time. the Newborns can reproduce faster and more efficiently than their mother species. They are extremely hostile to both humans and aliens are only docile to creatures of the same family. And remember. allowing mankind to move on into a new age. The alien is also immune to radiation. the aliens were a forgotten memory. it will retreat from fire. The resultant species was named “Newborns”. BODY: The skin of the Newborn is softer than a xenomorphs but still resilient. aliens are immune to their own acid. Head: 1D6 meters Arms / Legs: 1D6 / 3 meters (round down) Torso: 1D6 / 2 meters (round down) Anybody caught in a 90-degree arc from the hit area must make a dodge of roll or avoid the searing effects. --A newborn conceived by a newborn will reach full maturity 24 hours after birth as long as a food source is present. Unless the acid is cleared up the following round. it is still possible to recover old ships with the original strain of xenomorphs. Every subsequent round. It needs air to breath. The acid causes DC4 at point blank range and it reduces by one ever 2 meters to the maximum rage of the splatter. --A newborn can give birth to its own offspring 48 hours after birth.ALIENS The Xenomorphs effectively vanished from known space 150 years ago. They. --A newborn can conceive 1-6 offspring every 48 hours. However. The following rules apply to the Newborns: TIMES: --A newborn is born from the queen as a fully formed adult. There were sporadic appearances but no reports of major infestations. it will continue to do damage. As a result. However the mutated strain contained some invading human DNA strands. The difficulty to dodge is 18 with –1 for every meter away from the alien. Newborns are large. SENSES: The newborn has standard visual senses plus the alien’s own psychic awareness as well as motion and pressure. The new alien Xenomorphs initially were indistinguishable from the old with the exception of minor physical changes (four fingers instead of six). 15 . unfortunately lost their hybridization capability and are not as adaptable to harsh environments. It is immune to most atmospheric effects but not zero-G. the USM Auriga. ACIDIC BLOOD: The Newborn’s acidic blood is the same as the standard alien blood except the range and damage has been decreased. ghostly white human/alien hybrids. Newborns are asexual and reproduce on their own after consuming a large enough amount of matter. --A newborn can live up to 30 years. It used its Human biology to create an alien without an egg. the target will take –1 DC damage from the initial DC until neutralized. However. The second generation caused a radical mutation in the queen. Soon. recovered a mutated strain of alien by extracting a DNA clone from the body of an impregnated human.
All normal detection systems are normal. Luck. OTHER ABILITIES: Newborns are immune to all other psychological problems but are not immune to disease. --Newborns are extremely susceptible to mental attack.5 K) KD: 15 (0. Stun Defense is given a very high number. They are very vulnerable to psychic attack.5 K) SD: 20 REC: 28 WEAPONS: Teeth Large Claws Range: WA: 1m +1 3m +1 DC: 9 (0. This only occurs in the first attack of combat. Endurance.5 K) ED: 20 (0. Mental attacks do x 3 damage. Even though they have a high stun. PSIONICS (OPTIONAL) The newborns prime form of communication is direct mental contact.4 K) SPECIAL Can also grapple Can also grapple DEX: 11 SWIM / LEAP: 8 16 . --They have a Telepathy skill with themselves of 10 --To non-newborns. All Characteristics not listed are assumed to be One.5 K) 8 (0. Any Mental attacks that cause STUN will cause the alien to hesitate for one round. Aliens can never be fatigued or stunned. Therefore. Electricity has only a half effect.5 K) STUN: 75 (1. CHARACTERISTICS: (Are numbers are given with bonuses for skills) INT: 10 WILL: 10 REF: 12 TECH: 8 CON: 10 STR: 18 BODY: 15 RUN: 15 HITS: 75 (1.DETECTION: Newborns are invisible to infrared and therm-optics. they have an effective skill of Zero. the following characteristics are not applicable: Humanity.
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