Aliens RPG

It is my intent to create an extremely detailed game system / universe based on the Alien movie series. However, upon constructing the outline, I asked myself one question: Who the hell owns this story? Technically, the origin comes from Dan O’Bannon and adapted by Ronald Shusset. The franchise is owned by Twentieth Century Fox but the original Alien was created by HR Giger. Who is to say what is official and what is not? Dark Horse has made most of the detail in the last few years. And what of LeeBrimmicombe-Wood, the writer of many books including the often ripped off USCM Tech Manual? The problem is, the consensus seems to point to several sources as being official when there is no legal binding for that to be true. Legally, the only truly official media are the four movies. It is surprising to note than the famous USCM TM is not official. In fact, it was only until this book came out that Colonial Marines were identified as being from United States when in the Leading Edge Games and in the second film, they are identified only as the CMC (Colonial Marine Corps). So…I have deiced to use all the specific information presented in all media. However, some things might surprise you being included and not.

MOVIES: Everything that could be named is present. Most of the information from the USCM Tech Manual appears. And Yes, Alien 3 is included. Alien Resurrection is present as a plug-in (see later) THE NOVELS: Most of the published material is actually adapted from the Dark Horse Comics. I have not read enough of them to use them. DARK HORSE: The major addition, what sets this conversion from he rest, is the inclusion of Dark Horse material. The following publications were utilized: Outbreak, Nightmare Asylum, Earth War/Female War, DHP Aliens, Genocide, Hive, Rogue, Labyrinth, Music of the Spears, Stronghold, Beserker, Colonial Marines, Alchemy, Salvation, Kidnapped, Pig and everything else that comes along the way... UNITED STATES COLONIAL MARINE TECHNICAL MANUAL: A major resource but the with the big change is that I do not consider it the bible. You will notice that I do not enforce their name. Refer to the chapter on them for more information. ALIENS RPG: I finally acquired it. It wasn't as usefull as I had hoped but I at least got some insight. INTERNET: A large chunk of information comes from people who fill in the missing pieces but I only refer to respectable sources for this info. Translation: I took text from other sources instead of typing it out myself. TOY LINE: I decided against using these because…well…most are somewhat immature. COLLECTOR CARD GAME: I don't have all the cards, but I have a lot, and I promptly took
advantage of it all.

ALIENS ADVENTURE PC-CDROM: The computer game was written by Dark Horse but it really isn't a very good game. Besides that, there is not much info continued within it. It has been avoided. ORIGINAL: Some material is from yours truly but there are names or descriptions for items or places already created for the series. Like the Combat Buggies in Aliens: Colonial Marines. They don't have a name but they are centrepoint in the last issue, so I decided to add them.

The Alien mythos traverses generations and hundreds of Light years. Unfortunately, some of these collide. If every single technology came crashing together, why would the PCs bother walking around with M41A Pulse Rifles when they could all have Full power armor. So, in my ONLY real inspiration, I separated the story and technology in six levels.

CLs are only used by the GM to denote the setting at the beginning of the game. This really just reveals what is available in the setting at this point. The prime reason for the Conspiracy Levels are for what impact the corporations have, how much power the USCM have, but mostly, how many Aliens are out there. This is a simple guide and they can be broken up at any time. The course of events can either be descending or ascending. You can start with the Alien War (like the Dark Horse Comics) or reverse

them like I did for a course of events that fits in with the Film series. The GM, before hand, should organize the CLs as he sees fit. I suggest simply following the course from 1 to 6. Therefore, the PCs can progress through the CLs for a very fulfilling gaming experience. CL is only used in further chapters for story development. (EG: Grant Corp needs Royal Jelly at CL 3 but operates its own hives in CL 4). CONSPIRACY LEVEL 1: “A VISITOR” CL1 takes course around the time of the movie. A Narcissus Shuttle is towed from Outer Reaches to Gateway station. On the basis of the report from the survivor, a CMC Cruiser was sent to a planet on the Outer Rim. The Aliens are only known by that survivor. This setting is a pre-threat scenario. Marines usually don't even consider any non-human threats in known space. The human quotient is another story. The Aliens still exist in deep, deep space, and on the planet Acheron, quarantined after the Atmospheric Processor there went critical. EG: Aliens CONSPIRACY LEVEL 2: “IT’S ON A NEED TO KNOW BASIS” In CL2, stories have leaked about some alien life form on the rim. The PCs still don't know anything but their superiors may not be revealing everything. Weyland Yutani and several other corporations are committed to a secret agenda. Meanwhile in deep space, in the deepest of the deep, several ships and colonies are found abandoned, destroyed, or they simply have gone missing. PCs may encounter trace evidence of something…deadly…something someone is trying to hide. EG: Alien 3 CONSPIRACY LEVEL 3: “WHAT ARE THEY?” CL3 reveals them finally…but who will believe you? The PCs would have to be in deep space to encounter them. Outer Colonies are fighting for their very survival. Meanwhile, on Earth, no one knows a thing. Rumors have leaked through the systems about strange infections on the rim colonies. Corporations are directly fighting for control of the Xenomorphs biotechnology. The CMC (or USCM) funds a secret brigade of forces sent into the rim to keep the infestation from swarming out of control. This is a great start for some basic action and plot development. CONSPIRACY LEVEL 4: “MY MOMMY ALWAYS SAID…” In CL4, the Xenomorphs have replaced the boogey man for those night time camp stories. Adults know better. The ones in the deep fear for they very lives. Chances are someone knows someone who knows of someone who has been killed by these creatures. The marines are now dedicated to their extermination. Several corporations and even the military have funded research stations, some even live life specimens and maybe even an operating hives. The Alien Homeworld has been found. Many fear this fight is doomed. Most on Earth are blind to the threat. Life continues as normal. PCs here are one of many groups fighting to keep the infection to a minimum. EG: Genocide, Hive, Rogue, Labyrinth, CONSPIRACY LEVEL 5: “THEY'RE EVERYWHERE” Its war. No one is safe. Chances are, everyone knows someone who has fallen victim. The fight seems hopeless. Religious cults have cropped up. The Aliens are on Earth. Marines fight to keep the peace. Bureaucrats and politicians are the real enemy. Lock your doors. Arm yourself. The Human race smells it own extinction. Marines here struggle, trying to fight off, grabbing every chance they get. EG: Outbreak., Music of the Spears SPECIAL LEVEL 5.5: “WE NEED A GOOD WAR” Yeah…its war. The aliens are on Earth and it is being turned into a wasteland. Upper classmen witness from sealed ships as the human race falls apart. The PCs are alone. They fight a loosing fight. They seek out help but find little. The infrastructure is crumbling. Its all or nothing. EG: Nightmare Asylum, Earth War, CONSPIRACY LEVEL 6: “A TERRIBLE PRICE” Earth is a wasteland. A couple dozen hives still function on the globe. Nuclear weapons have washed the planet clean. Nothing lives. Mankind rebuilds. Marines are now rescue personnel. They are either trying to find survivors or they have been given the ugly duty of clean up. Others have been forced to hunt down and completely exterminate all remnants of the alien presence.

Tech levels should be enforced. They introduce technology in a step-by-step basis. It is recommended that you follow them with the appropriate Conspiracy Level but exceptions can be made. Earth War, for example, is CL5 and TL1. However, it is not recommended that you flip then (CL1, TL5) since that gives the PCs a severe advantage. The GM should start with a low TL and work his way up as the game progresses. It isn't that much fun when the PCs get everything at the start. TLs are used frequently to denote when technology is introduced and when a GM should and shouldn't use them. If a game uses TL2, you can leak TL3 technology on occasion but introducing an Anti-Alien Combat Synthetic or a Beserker suit may be unwise. TECH LEVEL 1: STANDARD TECHNOLOGY These are all technologies from the start of the series. Everything from the Aliens movie is present. All technology is considered TL1 unless stated otherwise. EG: M41A Pulse Rifle, M51 Smart Gun

TECH LEVEL 2: ENHANCED Basically, TL2 are weapons and devices which are just slightly better. No anti-Xenomorph technology is available just yet. EG: M41A Mark2, Duchamp Blaster TECH LEVEL 3: HOSTILE Heavier weapons are introduced to combat high quality armors. The best defense for Aliens are more and more armor. A Spray that counteract the acid is available. EG: Alphatech Shivas, Polymer armor TECH LEVEL 4: BUG HUNT Grant Corp makes fortune from its nutra-gel technology designed to counteract the alien acid. This allows close combat capability. Knowledge of the alien increases. Royal Jelly and all of its fantastic properties is ravishly utilized by the masses. EG: Anti-Acid Technology, Xeno-Zip, TECH LEVEL 5: OFFENSIVE No longer are we making defensive technology against the Xenomorphs, now, we are taking the fight to them. Anti-Acid technology has reached a pinnacle but newer capabilities for it is being developed weekly. EG: Beserker Suit, Mark II Xenomorph Synthetic. TECH LEVEL 6: PINNACLE We have reached as high as we can go with the alien threat. Combat Synthetics specifically designed to take on whole hives have been designed. Genetic Engineering has created viruses. But…A newer threats abound… EG: “Liston” type Combat Synthetic, “Dean” type Combat Synthetic.

The final word is always with the GM. Please note that they don't have to be the same number. I just recommend they are. To see how this form actually fits into Fox’s timelines, you will have to read the last chapter. Many comic, books, and films have taken alternative forms of each TL and CL. Earth War, for example has a TL of 1 but a CL of 5, then the story continues raising the TL but lowering the CL. Course, the aliens would never be fully forgotten. A long game could start with CL1, progress all the way to 6 then retract back to one, as people recovered and forgot about their past. The last chapter also talks about how the GM could use these to make a very good and long action-orientated game with a plot.

It is vital that you have the FUZION rules from RTG. You can purchase one of their game systems for the full rules. You can then implement the special rules those games suggest. The best example is the Votoms RPG which has a really cool mecha construction system if you want to make power armor in the game (something I only touch on). I use a d6 system for FUZION but d10 is easy to convert. I tried to make the game as independent as possible. You can grab and print the pics for visual references. For GMs, nothing beats the Dark Horse comics for some great story idea. You shouldn't need anything else!

Alien FUZION is not designed to be a blood/violence/gore-fest although it can be. I designed the game to offer several different themes. It can be total war or a more subtle X-File-ish type conspiracy story. The scale of damage and weapons might surprise you. I tried to be as realistic as possible. There are no mecha or huge vehicles so I apologize that you think a dropship should take more than 4 kills before getting wasted. I tried to be realistic. And as for the popular 2020 conversion on the web. I think it is great, but it approaches it from an entirely different angle. If you just want a totally war, there isn't much more offered here except for a lot more weapons and the inclusion of the vehicles I am offering an actual full long-term game where a group can grow and experience a long story and be active e participants on the mythology. The scale is also different. Aliens are less powerful. With that….ENJOY!!!



There aren't very many, I have just added on the existing FUZION rules to increase game enjoyment. Other rules are just to make my life easier and to seal up holes in my own conversion. A lot of these rules might not make sense unless you read what they pertain to. The MV penalty to spacecraft and vehicles effect all shooting and dodging. Thankfully, we have turrets. All weapons on turrets always add +3 to their existing WA to hit. The Star Map has distances for each jump. The number given in ship's FTL range is the maximum range the FTL drive can go in a single jump. When the range is used up, the ship must drop to sublight and recharge its jump drives. This delay is what make travel time so long. The FTL speed is how fast the ship goes when jumping. However, between jumps, a ship reduces it to low power and must move on sublight as it charges the drive. Unfortunately, drive recharge rates are high. A ship that jumps from system to system is cheap and easy but long trips require these charges. A fully stocked spaceport can charge a drive at 2 ly per day. A major military base, however, can charge a ship at 2 ly per six hours. In the deep and dark of space, a ship can charge its own drive to full capacity in one week. This is a good lesson to those who run out of gas on the road. Rolling Astrogation is easy for jumps to colonized planets if the ship’s computer is working (DV10). The computer requires two rounds to calculate the jump and another to initiate the engine. A human calculating the jump will take one round per DV +1 to initiate the engine… DV MODIFICATIONS: If the computer isn’t working: +3 Random cosmic phenomenon: +3-5 To an uncharted system: +5 Into deep space: +2 Precision jumps: +3-10 depending how close the ships want to jump to. In a combat situation: +3 A failed roll is the GMs discretion. A ship can fry is generator, forcing the ship to recharge from scratch to dropping the ship up to twice its jump range in another direction. A failed roll should never result in death.



Guided Missiles aim themselves and can make multiple attacks if they miss the first time. For The initial shot, the user, can use his/her firing skill or the depend on automatic systems. Whatever the user chooses, if there is a miss, the rocket can attempt another attack next round (allowing another round of anti-missile fire). The weapon's skills must be used for the following rounds. Guided Missiles can fire initially with their own skill. However, it must be "locked-on" before firing. Locking on takes one round of the target being in the weapon's range. The next round allows firing. If the weapon is dumb-fired by the user without locking-on, the missile has a 50% chance of not locking on at all. Even if the user is using his/her skill, they should allow a lock before firing to ensure a second pass is a miss occurs. The skill of the weapon and its number of possible additional attacks depend on each weapon. "Unique" weapons (see Weapons) cannot be dumbfired and must "lock-on" or else they will almost always miss (-8 to hit). The Missile MUST then use its skill or else still have the -8 penalty. If one missile locks on, they all lock-on so any number of missiles in that hardpoint (up to half its capacity--see below) can fire with a lock.

The weapons must be of the same type. If it fails to strike even the unmodified dodge. One roll is made for the linked weapons but the damage and hit locations are done separately. As many know in the Mekton Rules. These Drones only operate in space. The Dodge bonus is dropped by one because one ballute has been eliminated. When the armor reduces to zero. Two drones can take shots at one missile. anyone with an anti-missile weapon can make a free attack on that incoming warhead. then a Ballute is hit and instantly destroyed (each has a capacity of 1k). This applies to personal armor.Automatic weapons are considered unlimited in the time that they can operate. If the roll fall between the unmodified dodge and the modified dodge. The Weapon's Officer on a spacecraft can do the same. The TSAM missiles on the UD4 are an exception. Some of these weapons are already automatic so the pilot never has to worry. For Spacecraft. the missiles can be loaded over multiple hardpoints or filled with only a half capacity of weapons. the rules are the same as the Shadow Imagery in the Mekton Z rules. They have a base skill of 10 to hit and dodge and are simply armed with a basic laser (0.25K) which is designed to only take out missiles. They only use their own. the mine strikes directly and the ones connected to the detonated one. then damage is done directly to the craft. They can never use someone else's skill. the ROF of a missile pack is selectable with any number but not more than half the capacity of the hardpoint (something from Mekton I borrowed). it is useless. They work similar to Decoy Ballutes but actively seek out weapons. close in around the ship for the kill. The pilot can launch as many as he has missiles to any number of missiles coming to a maximum of the number fired. Spacesuits with an armor if penetrated will puncture and leak unless stated otherwise DECOY BALLUTES Large Spacecraft can deploy these to confound sensors. A Pilot or Gunner can switch weapons instantly without a sacrifice in time. If a ship comes within 500 m. See Anti-Missile fire below. They fire instantly like a chaff or a flare. The difficulty to hit an incoming missile is 15. He can link any of his weapons up with his trigger. MANEUVERING DRONES MINEFIELDS ANTI-MISSILES: ARMOR AND SHOOTING . the Mine will home in and detonate with a base skill of 8. Minefields in space operate like their ground counterparts. Each Drone can fire once to one missile per round. SHIP FIRING: A pilot can fire any number of weapons when he pulls the trigger. Anti-Missile weapons with an ROF can spread their fire over multiple incoming missiles. one point of armor is removed. improper PDTs. The only exceptions are turrets. Every Ballute deployed adds a +1 to the ship's dodge. A ship can deploy half is ballutes in one round. the weapon goes wide. For simplicity sakes. every time armor is hit. Since missile fire in FUZION is assumed to be instant. They can be deployed one at a time. An UD-4 Cheyenne Dropship pilot can fire both 150mm missile packs on each of his Hardpoints and make one roll for each salvo coming from the Hardpoints. Some are done by turret gunners. Connected fields cannot be navigated through. especially in the vast distances of space. Remember: Guided weapons need a round to aim. HARDPOINT ROF A weapon with a set ROF (Like Railcannons and Lasers) keep that ROF but Missiles don't have that. Movement) and have a base skill to hit. Missiles take time to reach their target. If hit. Any missile can be targeted. Only one weapon can fire on one missile. They don't usually let themselves be hit. They can be programmed to fire at anything (Heat. If the roll to hit still strikes. Generically. Two laser turrets can attempt to fire on two missiles. which can be automated but never linked together.

That may seem high but how many engineers do you know can patch a fusion core in one hour with no tools. A weapon considered “damaged” (see below) will be repaired in one hour after a single repair check. This number varies radically. It stretches almost 50 meters in length. NO personal weapons do less than one point but some spacecraft weapons do. ****For rolls required on combat damage. If “vaporized”. at least a full day must be spent to reconstruct the engine for every 20 kmph of the Max Speed. However.25 armor instead of 1. REPAIRING SHIPS: MODIFIERS …With every additional hour spent on the repair* …With Advanced Tool Kit …With Mechanics Tool Kit …With each additional Technician assisting** …With each Engineer assisting*** …With each non-skilled help assisting …For every kill inflicted beyond 0 defenses**** …With every successful previous roll***** DV -1 -1 -2 -1 -2 -1 +2 -1 *For hourly repairs only. reconstruction is not possible. this material must come from somewhere.(special armor have special rules). If it is destroyed. Usually. A DV of 22 is required (with no bonuses for previous successes) to patch the weapon. an Engineer or team may attempt to splice the weapon into working. Can work indipendantly and roll indiependantly but offers not bonus then. several Engineers can work indipendantly to restore at a quicker rate instead of teaming up. 1 kill will remove 1 armor…any weapons above 1 kill will still only remove 1 kill of armor. Each sucessful roll will recover 1000 meters of range and 1k DC of damage. WEAPON REPAIR: The repair time depends on the complexity of the weapon. Any weapons that do not have a kill capacity listed will not damage kill armor. fraction damage will only remove fraction armor (eg: 0. Think about it…that is a huge weapon. RESULTS ARMOR PATCHING: Every successful roll will patch one kill of structure or armor. Can work indipendantly and roll indiependantly but offers no bonus then. . ELECTRONICS: A succesfull roll will activate or repair the electronics system.” Sensors fall into this category.25 k will remove 0. at least a full day must be spent to reconstruct the engine for every 10 MOVE/1 ORBIT of the Max Speed. In Mekton. PROPULSION / DRIVE: A success… Vehicle Drive…will recover 10 kmph per hour of work done. Atmospheric / Orbital Engines…will recover 10 MOVE and 1 ORBIT (if it has an ORBIT) per hour of work done. Cannot offer more than a -5 bonus. If it is destroyed. An hour must be spent removing the patch before repairs can start again. **With at least +1 Engineering skill or Electronics for an Electronics roll. Weapons that have ammunition loose it all and. Of course. if the DC the weapon inflicts is restored but the range is still crippled. If absolutely needed. A success will allow the weapon to fire with its current range. unless the ship carries extra ammo in a cargo slot. whether is be from vehicles or other aerospace craft or whatever. will it work again. But 4 K will only remove 1kill of armor). The GM has descretion as to how long it will take for the system to “Warm Up. then it is one day). The standard difficulty for repairing ships is 22 to finish the repair in one hour (unless reconstructing an engine. Only when the gun is totally restored. All Spacecraft have enough spare materials for HALF their structure and armor. most ships have massive ranges so a huge weapon like the Particle Beam will take up to two weeks of repair without a drydock. is useless unless reloads can be found. ***With at least a +3 Engineering skill or Electronics for an Electronics roll. *****For damage needing compounding rolls. Please note. Anything beyond that must be taken from somewhere.

he might even get a nonenergy weapons functioning. To get that engine moving again requires 15 days at 16 DV the three days with a –1 each additional three days. 1D6 Cargo bays gutted. but the ship is not destroyed…restoration is possible. the engine still must charge up. It just been shot and its Orbital engine was destroyed. Batteries still run gravity and life support. If “vaporized”. Ships and vehicles reduced to zero are not destroyed. As for the DV: DV 22 – 1 (Tool Kit) – 2 (Mechanics Kit) – 3 (three Technicians assisting). After that. Being a Conestoga. What follows are a series of tables for damage to vehicles and spacecraft. INFLICTING DAMAGE: DAMAGE CLASSES (based on Body of the craft / vehicle) Light Body = 1 – 5 Kills Medium Body = 6 – 10 Kills Heavy Body = 11. If “vaporized”. Engineers really don’t like pilots pushing a ship into Mach with a patched engine…it just might explode. A reconstructed engine will not operate until half its speed at least is restored. The requirements are listed below. Spacecraft will disintegrate in 1d6 minutes.This time increases by… … ½ day for ships from 5 000 – 20 000 tonnes …1 day for ships from 20 000 – 40 000 tonnes …1 ½ days for ships from 40 – 60 000 tonnes …2 days for ships from 60 000 – 80 000 tonnes …3 days for ships 80 000 tonnes and above. After that. no damage is applied.20 Kills Massive Body = 21 kills and above DAMAGE TABLES LIGHT DAMAGE: Roll once every time a… Medium Body loses 1 kill of BODY Heavy Body loses 2 kills of BODY Massive Body loses 5 kills of BODY MEDIUM DAMAGE: Roll once every time a… Light Body loses 1 kill of BODY Medium Body loses 2 kills of BODY Heavy Body loses 4 kills of BODY Massive Body loses 10 kills of BODY HEAVY DAMAGE: Roll once every time a… Light Body loses 2 kills of BODY Medium Body loses 4 kills of BODY Heavy Body loses 8 kills of BODY Massive Body loses 20 kills of BODY . reconstruction is not possible. NOTE: Any fuel lost as a result is still lost… Example: Lets take a Conestoga. Tables are rolled on whenever armor on vehicles or craft are punctured. reconstruction is possible but a full day must be spent per 1 LY of the engine’s capacity. reconstruction is not possible. A ship’s Mach rating is only restored when the engine is fully functioning. A reconstructed engine will not operate until half its range at least is restored. meaning instead of one day per repair job. it must still be reconstructed until completion. repairs must continue until completed. If MOVE or ORBIT is restored before the other. The Conesotoga weighs 78 000 tonnes. If the damage is not applicable (cargo bay gutted on an APC). Oh no…they cannot fire or move. With a clever Engineering role. After that. it must still be reconstructed until completion FTL Drive…will recover one LY per hour of work done. Aerospace craft in an atmospheric crumble. If destroyed. Crewmembers have 75% chance of dodging a DC8 hit at a DV of 17. All engines and weapons destroyed. The ship only moves at an ORBIT of 5. it has a fully stocked repair bay. You first must know what class of vehicle/craft it is. the craft or vehicle breaks in two. it requires 3 days. This time increases by six hours per 10 000 tonnes of the ship’s mass (obviously this only applies to Dreadnaughts). Once any craft or vehicle is reduced to below twice its total capacity. The team consists of one Engineer and three techs.

–1 to all piloting and gunnery rolls for 1d6 rounds. Will only fire on a roll on a 5+ on a D6. Electronics roll required to restore. 16 – 17 Random heavy weapon (over DC 4) damaged. Fuel Leak. Aircraft should pray. One fuel cell wasted. 16 –17 18 Random heavy weapon (over DC 4) damaged. MEDIUM DAMAGE TABLE (Roll 3d6) 3–4 5–6 7–8 9 – 10 No additional effects. Crewmembers have 50% chance of dodging a DC5 hit at a DV of 15. Craft / Vehicle can do nothing for 1d6 rounds. Random light weapon (DC 4 and under) damaged. MOVE / ORBIT / Max Speed reduced by 30%. Major fuel leak. Will only fire on a roll on a 4+ on a D6. Roll on the next damage table. Random light weapon (4 DC and under) destroyed. Hull Breach! 1 room decompresses. Will only fire on a roll of 5+ on a D6. 14 – 15 Drive engine damaged. Roll on the table below… .CRITICAL DAMAGE: Roll once every time a… Light Body loses 1 BODY below 0 Medium Body loses 2 BODY below 0 Heavy Body looses 4 BODY below 0 Massive Body loses 10 BODY below 0 LIGHT DAMAGE TABLE (Roll 3d6) 3–5 6–7 8–9 No additional effects Ship / craft shaken. Loses 50% of remaining fuel mass (if present). Will only fire on a roll on a 4+ on a D6. Eject!! Reconstruction or replacement required. 18 Roll on the next damage table. Lose 10% of remaining fuel mass (if fuel is present). Every crewmember has 30% chance of dodging a DC5 hit at a DV of 15. Sensors damaged. Communications Cut. OH NO! Critical Damage. Several fuel cells wasted. Random cargo bay (if present) gutted and destroyed. SR cut in half. Ship / craft shaken. Drive engine Destroyed. MOVE / ORBIT / Max Speed reduced by 50%. –3 to all pilot and gunnery rolls for 1d6 rounds. 10 – 13 Random light weapon (DC 4 and under) damaged. Random heavy weapon (over DC 4) destroyed. 11 – 13 Internal Shrapnel. Locked systems. 14 – 15 Drive engine damaged. HEAVY DAMAGE TABLE (Roll 3d6) 3 4–5 6–7 8–9 10 – 11 12 – 13 14 – 15 16 17 18 No additional effects.

Tensions did not end. The major colonizers are: The United Americas (USA. Crewmembers have 75% chance of dodging a DC8 hit at a DV of 17. China is believed to back the notorious PRA. 1d6 Cargo bays gutted. All crew members are in free fall. in amounts that would keep humanity supplied for many years. Life Support Systems destroyed. the multi-nationals became more powerful and more visible.CRITICAL DAMAGE TABLE (Roll 3d6) 3–4 5–6 7–8 9 – 10 Random light weapon (4 DC and under) vaporized. The moon followed thereafter. Major Hull Breach. 16 – 17 18 Drive engine or FTL vaporized . Artaficial Gravity Systems Destroyed. Tail / turret blown off. many different countries have established colonies in space. Atmospheric craft crumble. Air supply will run out in 1d6 hours. The closing years of the 20th Century saw a fading of the great Nations and a rapid increase in the power and influence of multi-national Corporations. society. the potential of new habitable planets to ease the population pressures of Earth. Eject!! Craft / Vehicle breaks in two. or ideology. As technologies were perfected. Earth's space exploration was not united. and the opportunity to study new life forms. the advanced states settled for venting their hostilities and waging wars in Third World nations. covering all aspects of industry and economics. Though rare. Japan. Crewmembers have 60% chance of dodging a DC6 hit at a DV of 16. With head-to-head warfare economically unacceptable. expanding on the principles behind the Displacement Drive and taking Humanity out into the stars. The most significant cases are between the UA and China. their interests were vast. because of the differences in government between these two powers. The most important things the stars held were knowledge. China. in business. conflicts have occurred between countries in space. This trend continued through the following decades. as the corporations prospered and the interdependence of the major Nations of Earth grew. Temperature will drop 5 degrees every hour. 14 – 15 Specific Damage. The first was the reactionless Displacement drive. but were kept under control and released in ways that did not damage anyone’s ability to make money. The search for minerals and other raw materials was only a secondary goal of the explorers. which allowed Humanity to travel quickly and cheaply within the Solar System. Spacecraft will disinetrate in 1d6 minutes. parts of South America). those things were available within the Solar System itself. They were also not defined by country. diplomatic unrest has occasionally turned into war. The Age of Space came in the wake of two tremendous technological breakthroughs. 12 – 13 Random heavy weapon (over DC 4) vaporized. as they diversified into every field that held profit. Needless to say. exploration craft went out from Earth. H I S T O R Y NOTE: Whatever CL the GM decided to endorse. As the corporations grew. The first planet to have a scientific colony on it was Mars. 1d6 rooms decompresses. Canada. These Corporations were not restricted to a single field. The Jump Drive soon followed. and the specter of large-scale warfare was reduced. read until it is shown. and in the media. a communist extremist group that has been responsible for numerous communist takeovers. or 1d6 Cargo slots gutted. Reading past that may lessen enjoyment. Thus humanity entered the age of Space in an atmosphere of controlled tension but not outright war. . The European Federation and Russia. In industry. they wove together the economic interests of the Nations of the world. All engines and weapons destroyed. 1 Drop / Craft slot gutted. then STOP there.

blackmail. Colonists are taught to live active. Tensions between the increasingly wealthy Corporates and the Governments of Earth increased. prevented the Nations from harming the Corporations. Each world is like a gigantic laboratory. as hostile environments are slowly changed into places where Humans can live. the wars remained limited. The governments felt threatened. since useful systems were rare and the effort involved in establishing colonies was great. The colonies. With Colonies on many worlds. Dozens of other small wars began within weeks. they became more of a threat to the Nations of Earth. one small crisis got out of control and erupted into warfare. Still. a major part of each corporation’s management approach has been the establishment of a corporate military force. The creatures produced in those laboratories. When the ICC was formed. and have the best equipment their Corporation can afford. Every political weapon was used. the Colonies were treated as corporate property. The ICC. possess abilities far beyond those available to Humanity. the power and influence of the Corporations rose rapidly. They were always going to lose. The wars had taught everyone that it would be valuable to have some sort of “police force” to discourage them from using violence to solve their problems. where the forces of nature have experimented on for billion of years. Good educations are available for those who are not. which responded by seeing corporate property. and after a generation. depending on the corporate support they have received and the qualities of the worlds. Finally. and dozens more that are at least habitable. This organization was in charge or regulating activities among its members. Their size is small but . Shiploads of people and equipment are sent to each Colony. and many believed they would receive status as independent entities with increased control over their own affairs. but they are well trained. tension. unusual life forms and mineral combination. The Colonial Marine Corps. and obedient workers from the colonies increase. On other worlds. supported by corporate forces was given the job of bringing the rebels back under control. disciplined lives. Corporate forces and the CMC waged economic and military warfare and overpowered all but one corner of resistance. Throughout the wars. which prevented war among the Nations now. the nations had far larger armies. and economic pressure. The situation was a very delicate one. The expansion into Space had been a slow progress. it became clear this would not be the case. to maximize their economic value and reduce the risks of living in the colonies. Colonists have developed many techniques for making them successfully. The wars lasted for five years. the disorganized state of the population of Earth means that there are relatively fewer people who are well disciplined and well-educated. and the complex chemicals contained within them. Separatist movements were created to destabilize Nations. and the Colonial Marine Corps was created as its military arm under the charter that they did not have to answer to any single corporation. and the Earth spun into chaos. On every habitable world. Soon after. a coalition of Corporation and Nations which united Humanity. the product of local industries. Fortunately. They have expanded at varying rates. and population. but the Corporation controlled space and vital high technology. They saw the fabric of society changing and thought they might not be a part of the future of humanity. Out of violence came the Interstellar Commerce Commission (ICC). They wanted to remain free from the nations. but they pose little threat to the ICC at present. an eventually several Colonies rebelled. The creation of the ICC confirmed society's view that the colonies were nothing more than Corporate property. The same economic interdependence. In addition to the above aspects of corporate life. thought they would win more independence from external rule. As they became more powerful. and intense diplomacy began. bribery. Another cycle of hostility. the process of terraforming is underway.The greatest value for the corporations lay in the life forms. These forces are not large. These skilled workers are part of the rapidly growing populations of the colonies. By contrast. colonies have been established. The rebel system of Alexandria sealed itself off from the rest of humanity. having supported the Corps in the war. including diplomacy. at least six Earth-like worlds have been found. and eventually the colonies begin to send items of value back to the rest of Humanity. as the quality of life diminished on Earth. The cause of the Colonies was in danger from the beginning. The tremendous financial and military resources available to the ICC meant that their losses could be quickly replaced. There are still underground rebel movements on most Colonies. the Colonies were defeated militarily and economically. industry. Many of these abilities are nearly miraculous. while the colonies were very weak in technology. the colonies strongly supported the Corporations. energetic. The value of trained. skilled workers. and the corporations have developed many techniques for managing them successfully. few nuclear or biological weapons were used. The war concluded with the formation of a joint council to oversee the affairs of both Corp and government for the betterment of humanity. One by one. Many colonies rebelled. the Union of Progressive People formed from several rim colonies and set up a military border.

their supplies and other equipment fail to incorporate the latest improvements. but they shared equipment. 2179 or 2180 . Their only tool is the Colonial Marine Corps. and its power is dwindling. Most of the power belongs to the Corporations.The Sulaco had some of the Alien eggs left on board (Ripley apparently failed to check before she went into hypersleep) and the emerging face-huggers caused an electrical fire on the Sulaco which then jettisoned the sleep capsules in an escape pod. Ellen Ripley. and their ships are faced with the improved designs available to the Corporations. Alexandria acknowledges the UPPs independence but the ICC does not. 2122 . It wasn’t until later. the loss of a single Strike Team can mean that large areas will remain un-patrolled and unmonitored for months or even years. Burke. She threw herself into a boiling vat of molten lead . escaped in a Capsule. Ripley. Sole survivor. The pod found its way to the nearest inhabited planet "Fiorina 161 . Her story was not believed by the ICC and she was stripped of her rank and duties. The Colonial Marine Corps was created at the same time as the ICC. and keep the peace in the Colonies as well. funded by coalition of all the space-going Nations. the Colonial Marines fall a little further behind in technology. would be an independent force that would resolve disputes among the Nations and Corporation. Every year. however. They were led by the Colonial Marine Corps High Command. The survivors.Fury" a corporate penal colony. Earth subsequently lost contact with the colony. Corporal Dwight Hicks and a synthetic Bishop headed back towards earth in their vessel the Sulaco. The shortage of personnel is also a growing a problem for the Colonial Marines." Due to a sheltering mountain range and the dire meteorological conditions. the colonists failed to find the "Jockey ship. training. did they manage to compete again. Newt and Hicks failed to survive the landing and Bishop was scrapped carelessly by the inmates. Carter Burke. and the additional drain imposed by the current turmoil has made the problem even worse. The intent was that the Colonial Marines." 2179 . from secret grants from corporations which believed the ICC to be corrupt. Attempts to retake their territory proved fruitless. which was subsequently known as "Acheron.fortified.First contact with Aliens creatures on LV-426. She was brought back to gateway station in orbit around Earth where it was learned that she was been in hypersleep for 57 years. lost more people to yet another drone that infected a local dog and ended up arguing the loss with a corporate bigwig who resembled her beloved Bishop. their weapons are not upgraded.Colony set up on LV426. Each nation had its own portion of the force made up of its own citizens. For the Colonial Marines. Between 2155 and 2160 . The freighter "Nostromo" made landfall on the planet. Ripley and a strike team of Colonial Marines made their way to Acheron and had a bad time of it all. and doctrine. Rebecca "Newt" Jordon. the "Narcissus" and floated homewards towards Earth (we assume). believed enough of the story to ask the colonist on LV-426 "Acheron" to go and have a look at the grid references provided by Ripley. They have not replaced the losses suffered during the wars against the rebel colonies. Ripley found she was carrying an Alien queen inside her. one of the crew members was infected and subsequently the crew and the ship was destroyed by the drone that emerged. which included representatives from several nations. One corporate executive.The Narcissus was found floating by a remote mining vessel with Ellen Ripley on board. and the Nations have little influence among the stars.

sacrificing themselves as willing hosts to the facehuggers. the real monsters are the humans. a planet with the largest infestation and which could also be. Stranger still. Years after the initial encounter on LV-426. After the devastating fall of the Anchorpoint station on the UPP border.In 2185. and headed a military expectation to this distant world inhabited by not one. Life specimens had yet to survive to reach a major laboratory. self-enclosed hive could be controlled. . One such incident was on the Inomminata run by Dr. there were many people who wanted the aliens to arrive. He concentrated on taming his “children”--the swarm of aliens that infested the bowels of the installation. This time. His desire to understand and conquer the aliens was fueled by his own nightmare from long ago. to stand together: A king alien! And this monster was more twisted. It was very possible they either escaped or there was another source the infestation was originating from. only to discover a third alien species: The advanced race that first brought the aliens to our Galaxy. Now they were to control the problem. and we witnessed the first alien autopsy. the CMC realized it had a major problem. dreams and visions of the arrival of aliens on Earth. Armed to the teeth with specially designed alienkilling battlesuits and ready for anything. No longer were they to retrieve information. That location had yet to be found. The CMC even managed to recover the lost Sulaco and finally managed to settle a party on LV-426. during which he was trapped in an alien hive where the drones and queen were slowly rotting from an unknown disease that kept them from reproducing. thus not worrying about stock for experiments. Backlash was felt from the Corporations but CMC’s newfound independence with rival corporates kept their power base stable. They realize that the aliens cannot be controlled and start shutting down all but the most needed of alien labs. Colonies had vanished and several life specimens had been examined. and who formed a religious cult. synthetic or note. The Alien craft there was destroyed to prevent the technology from being recovered by approaching UPP forces. Help from the UPP and Alexandria pushed back the infestation…but in the future. The sub-division of the CMC was given a name (the Silver Twin) and sent back with an arsenal. The report returned was alarming. Unfortunately. Even some of the ones deemed controlled. each at war with the other. another corporation attempted to open a laboratory on a planet with a known hive. Paul Church. were not exclusive to LV-426. Soon the CMC sub-division is directly opposing the corporations and their funding is cut. quarantined from the critical processor disaster years earlier. He uncovered new information about the aliens (they die in captivity). Not even a super advanced station crewed only by synthetics (including the high priced alien-xenomorph synth and the anti-alien combat synth) with a sealed. lethal and voracious than any other xenomorph ever encountered The Silver Twin do benefit and are soon the only force against the infestation and start clearing out one hive after another. Mankind witnessed a dying Earth. the population of Earth was plagued by nightmares. having more and more technology at their disposal. The group was ordered to investigate the reports on the rim and return in a year with a full report. The organization goes without a name and doesn’t officially exist. and the future of his research was brought into question. The aliens somehow. especially project leader Ernst Kleist. Not even Weyland-Yutani knew of their existence. it is uncovered he crossed the line in his experiments. Kleist revealed a threat that will force every sentient being in the place. even these well trained marines ended up getting caught in a barrage of blood and tactical nukes! To counteract the alien threat. Several groups like Grant Corp funded research in the alien technology and even funded a trip to the Alien Proteus. But even as the body count rose and more and more people became victims of “accidents” in the bugridden lab. the homeworld. but two separate hives. or homicidal warriors! Billionaire Daniel Grant wanted to get his hands on the purest form of the jelly. man’s greatest enemy is still himself. like the station run by Casper Nordling turns do dust when corruption is revealed. This doesn’t stop their progress. Most are shut down by the ST because of bad conduct. several rival labs were set up to investigate their capabilities. the CMC secretly funded its own group to investigate the reports concealed from them events on LV-426. The Earth was soon overrun with hives. or Acheron. athletes. who ignored the extreme greed that ran through his staff. (Alien-Labrynth) Not learning from their mistakes. The ST charter expands to complete extermination. They soon became the powerful anti-alien force around. (Alien: Genocide) Research into the alien’s physiology uncovered a “royal jelly” secreted by queens that can turn humans into supermen.

The Colonial Marine Aerospace Wing is the aerospace combat element of the Marine Space Force. Planting a series of linked bombs at the largest hives. this can lead to wastage when supplies are pushed forward to units who. UNITED STATES COLONIAL MARINE CORPS AEROSPACE WING COMMAND The Colonial Marine Aerospace Wing is an administrative formation responsible for the operation of all aerospace craft within the Marine Space Force to which it is attached. It is essentially a balanced force of combat. Most corporations crumbled. Wing tasks include air superiority missions. forward supply. The challenge to Marine logisticians is immense. dedicated strike. 30 heavy-life shuttles and 100 strikeships. The Colonial Marine Division is the basic ground element of the Marine Space Force. Reserve manpower stands at around 50. The CMC stood in the way of mankind’s extinction and soon led a daring strike against the aliens from the orbiting platform. Aerospace operations are also an integrated part of the standard Marine Infantry. A fleet of these ships approached to inhabit this new world. the aerospace wing is essentially an administrative formation. Typically. with powerloaders often used on-site to offload cargoes. Designed for aerospace support and the air mobility mission. transport. no longer need them. They have finite quantities of supplies at hand. but the advanced race that brought the xenomorph to LV-426 seemed to have its own interest in planet Earth. reconnaissance. Gateway station soon became the home of the resistance. A small band of survivors hid and hoped from help from above…in the skies. Drop Groups ferry and . armed with information garnered from an envoy to the home planet of the aliens. however. yet have to operate a 'push mode' system. The fight continued.Earth was now utterly overrun with the bugs. a Marine aerospace wing operates some 300 dropships. Earth’s defenders faced a strain of even deadlier aliens that dwelled deep within the bowels of the hives. the USCM logistic prime movers are the ubiquitous UD-4 Cheyenne dropship and the N-1 Snakefighter. Organized around three infantry regiments. man was drawn into a new fight. they must approach their missions with the same aggressive execution as the infantrymen in the assault. and is capable of sustained surface operations. anticipating the needs of the forward units and moving loads to them even before they realize the need for it. since much of it's fighting strength is directly attached to the Colonial Marine division. Because. Soon. Our greatest fight was still yet to come… BACKGROUND The National Security Act of 2101 established the Colonial Marines structures as four combat divisions and four aerospace wings. Colonial Marine units are often dispersed in small units across continental distances. an unstoppable alien monstrosity orbited. At present the Colonial Marine Corps strength stands at 165. the CMC succeed in killing the queen and stemming the alien infestation. the M570 all-terrain transport is the land based prime mover. such waste is preferable to the disaster that can occur if supplies are not forwarded until after the need has arisen. Somewhere in deep space. Inevitably. even in a 'hot' conflict. plus the support services organic to these formations. support and service elements. A particular division is divided into three groups. the division is especially designed to execute the orbital assault mission. for whatever reason.000 Marines. It soon started terraforming the planet for its own colonization. casualty evacuation and search and rescue. As the CMC cleaned up the planet and mankind started to rebuild.000. close air support. In the field. The CMC came across the species that created the aliens as well as cleaning up the mess they left for us. comprising a fifth division and aerospace wing.

An aerospace Drop Group and some Attack Group elements accompany the infantry complement. an armor company of fourteen tanks may be attached to the MAU's line strength. HIM-122 Lancer anti-ballistic missile systems and HIM-78 Sprint ground launched space weapons. and two Privates / Privates First Class. is tasked to supply logistics for a minimum of 30 days of ground combat operations. with powerloaders often used on-site to offload cargoes. anticipating the needs of the forward units and moving loads to them even before they realize the need for it. Each squad divides into two-man fireteams: the Rifle Team and Gun Team. including a Corporal. the USCM logistic prime movers are the ubiquitous UD-4 Cheyenne dropship and the CS-14 Briareos heavy lift shuttle. such waste is preferable to the disaster that can occur if supplies are not forwarded until after the need has arisen. far from reinforcement or logistical support. which varies in size according to the mission. Given the fluid nature of battle at the small-unit level. The current organization of the Colonial Marine rifle squad and platoon reflect the ultimate development of this doctrine. They have finite quantities of supplies at hand. special forces insertion. M402 multiple-launch fire support mortars. the rifle unit must be capable of moving great distances rapidly using it's own transport. even in a 'hot' conflict. this can lead to wastage when supplies are pushed forward to units who. communication. autonomous infantry units capable of operating with or without higher level support on the non-linear battlefield. psyops. and be able to apply great concentrations of firepower rapidly. scout-sniper squad.' compromising a majority of all three groups. If sufficient starlift capacity is available. Inevitably. capable of deploying the entire unit swiftly to any trouble-spot planet. combat engineering platoon and a heavy ordnance company which provides the battalion's heavy fire support and artillery guns. however. the Support Group is assigned CasEvac. no longer need them. including a logistics platoon. Finally. and like tasks. Additional combat sub-units include a reconnaissance platoon. This starlift capacity. must carry its won heavy support weapons and sensors. reconnaissance and orbital bombing missions. Attached to headquarters are a number of non-combat subunits. a Lance Corporal. In the field. The line strength of an MAU is formed from two to four line infantry companies. for whatever reason. a reinforced battalion combat team designed to operate independently in areas of deep space. USASF fleet units are usually attached to the MAU to perform space control. maintenance company and medical unit. M201 multiple launch rockets. and attack missions. the M570 all-terrain transport is the land based prime mover. intelligence and logistics functions of the unit. search and rescue. including additional UA-571 remote invading Marine Infantry. COLONIAL MARINE CORPS INFANTRY USCM doctrine stresses the need for small. COLONIAL MARINE ASSAULT UNIT The building block of the Colonial Marine operating forces is the Marine Assault Unit. they must approach their missions with the same aggressive execution as the infantrymen in the assault. The MAU is commanded by a headquarters platoon that co-ordinates the command. Because. Each line company will usually incorporate support assets which may be attached down to the line platoons. both equipped with the M41 pulse-rifle. . The Rifle team consists of a pair of riflemen assigned together on the 'buddy' system. HIMAT anti-tank missiles and the SIM-118 Hornet and LIM-417 Phalanx Surface-toAir Missile systems. COLONIAL MARINE LOGISTICS The challenge to Marine logisticians is immense. Colonial Marine units are often dispersed in small units across continental distances. Tactical group is tasked with recon. A rifle squad consists of four Marines. yet have to operate a 'push mode' system. The key to the MAU is it's mobility and flexibility. an MAU incorporates it's own dedicated starlift capacity. The major workhorse of the Colonial Marine Corps is the UD-4 'Cheyenne. The Gun Team is made up of rifleman with an M41 and a machine gunner carrying the automatic M56 Smart Gun.

form a rifle platoon. eight UA-571 remote sentry guns. two M78 PIG phased plasma guns or M5 rocketpropelled grenade launchers. Two sections. you are eligible. . The Character will continue to earn Reputation but the GM should have a very good reason if the requirement for promotion is half than the PCs current reputation. a UD-4 dropship is attached to the section from the aerospace company team. Sufficient sensor equipment to establish an overlapping detection matrix with a frontage of 1.Two squads. led by a Sergeant and riding with a driver in an M577 Armored Personnel Carrier.000 meters is also carried. In a drop operation. It is GM's discretion depending on if the PC has gotten someone’s attention.though in practice this is often less. Platoons commonly carry one or two synthetic humans in a technical or scientific advisory role. the Reputation is set to zero (Remember your MEMBERSHIP in the CMC increases as ranks get higher—see Character Generation) and the PC must start earning again. PCs will never meet some positions. but they are all listed so that everyone knows where they stand in the food chain: Listed from low to high: RANK ENLISTED REPUTATION RECQUIRED 0 4 4 8 15 10 10 10 10 Private (Aeroman)* Private 1st Class (Aeroman)* Lance Corporal (Aeroman First Class)* NON COMMISIONED Corporal (Senior Aeroman)* Sergeant Staff Sergeant Gunnery Sergeant First Sergeant Sergeant Major COMMISIONED Second Lieutenant 32 First Lieutenant 12 Captain 12 Major 40 Lieutenant Colonel 15 Colonel 15 Brigadier General N/A Major General N/A Lieutenant General N/A General N/A Admiral N/A This is not a cost value. To get the rank. you must be sponsored by either another character three ranks higher or by a NPC of higher rank..then be endorsed by a higher-ranking official (at least two ranks higher. When the new rank is achieved. RANKS You must achieve a certain Reputation.. eighteen M83 SADAR anti-tank smart rockets. led by a lieutenant. When your reputation reaches this number. and to assist as medics or backup drivers/pilots. and a single M402 multiplelaunch fire-support mortars. make up a section. Organic support weaponry available to the platoon usually includes eight M240 flamethrowers. for a total paper strength of 25 Marines including the APC and dropship crews .

the GM is more than allowed to award ½ or even ¼ points for small advances. No credit can be awards. Most crosses are awarded posthumously. COMMENDATIONS LISTS: Navy Cross: This is the highest Medal that can be awarded by the Department of the Navy / Headquarters Marine Corps. rather than an offensive one. . he/she bust be busted down…all reputation is lost when this happens. Some secret missions are so black-bordered that it doesn’t technically exist. This should be SUPREME heroism on the level with the Congressional Medal of Honor. After each adventure. that is recognized as a completely selfless and life threatening act. during a war. GMs can award Reputation points for acts of bravery or for volunteering for hazardous duty. Bishop (do synthetics get medals?) could have been nominated for a Silver Star for crawling out to the uplink and bringing in the other drop ship. It must involve saving others as well. The average should be 1 or 2…or even 0. The Silver Star is still a very rare and highly regarded medal.Remember than if a Career Non-Com want to pursue a Commissioned rank. Most rewards should hover around 2 to 5 for REALLY amazing acts of loyalty or bravery. essentially you must do something. the GM should award REPUTATION. You CANNOT trade Reputation for OP but you can trade OP for reputation on a 1:1 basis. One notch below the Cross. Silver Star: Extreme heroism. Not every fight needs an award. Defense Superior Service Medal: Similar to the DDSM but of higher importance. The difference between the Cross and the CMH is purely political. Also. Single sortie missions aren’t much but can add up after a while. To get a Navy Cross. Defense Distinguished Service Medal: A medal awarded to individuals that preform above and beyond the call of duty in a defensive position.

Never saw the enemy. If she had managed to cut off the alien advance when she squeezed the grenade. with justifications. Humanitarian Service Medal: Perform non-combat humanitarian service. Outstanding Volunteer Medal: Like humanitarian service but for volunteer work. Prisoner of War: If you get captured and survive. or (c) while serving with friendly foreign forces engaged in an armed conflict against an opposing armed force in high the U S. date for the good conduct period. As it was she probably would have gotten the Silver Star. Defense Meritorious Service Medal: Usually an end of career medal awarded at your retirement. Everyone must salute a CMH winner. you get the expeditionary medal. Meritorious Service medal: Ditto. that specific act would have elevated her to possible Cross level and certainly Silver Star level. an individual must conspicuously and undeniably render behavior above comrades by acts so outstanding that it clearly distinguishes gallantry above and beyond the "call". (b) a second nonjudicial punishment or court-martial which voided creditability of "good" service has been removed by meeting an approved new good conduct period. Involves combat heroism involving aviation. conviction by civil court for major offense(s). The JSC would be one level higher.. and is gained when – (a) there are no convictions by court-martial. to the Commandant of the Marine Corps. (b) while engaged in military operations involving conflict with opposing foreign force. More junior enlisted will more often get it for a specific accomplishment. Joint Service Comm Medal: See JSA. had anyone survived to nominate her! Purple Heart: Anyone wounded in any way in a combat environment is eligible for the purple heart. Sometimes awarded after 20+ years of continued service. slightly lower than the DMS. regardless of rank. and/or performance above and beyond the call of duty (a) while engaged in actions against hostile forces. for risk of life. It is not uncommon for officers and senior enlisted to be awarded a JSA upon completing a tour of duty. The Legion of Merit might be awarded a Gunny at the end of a 13 month tour in for performance exceeding the normal. (c) a confinement as a result of conviction by court-martial has ended. The Medal is awarded for gallantry and intrepidity in combat. such as: repeated record of letters of valid indebtedness. Bronze Star Medal: The lowest of the combat heroism medals. The Commandant of the Marine Corps (4 Star) would salute a Private if he somehow managed to win the CMH. this is still a significant achievement. and no lost time by reason of sickness-misconduct or injury-misconduct. (d) To justify an individual receiving this award. and a new period has begun with the date of restoration to duty. The CMH is the highest medal awarded in the CMC. it is required that the commanding officer make appropriate recommendations. Marine Expeditionary Medal: Complete 90 days service in the Fleet Marine Force during a qualifying mission. Distinguished Flying Cross: The DFC is essentially a silver or bronze star awarded to pilots. Legion of Merit: This is much lower than the stars. The Medal of Honor (Congressional) is the highest decoration conferred by the Marines. even though in a probationary status. 's not a belligerent. Joint Service Achievement Medal: The medal is for exceptional results and process improvements to your Department. but he wears the heart. Article 15. you get the POW medal. Marine Good Conduct Medal: Marine Corps Good Conduct Medal recognizes enlisted men and women who have served with good behavior and have provided faithful service in the Corps for a period of three years. not more than one nonjudicial punishment under the Uniform Code of Military Justice.. Vazquez would rate a Bronze Star for her coolness under fire in Aliens. One embarrassed Ranger was awarded the purple heart when he broke a leg jumping out of a slick too soon during the initial moments of the Panama invasion of '89. The act will be recognized above lesser forms of bravery the type of deed for which there will be no justified criticism without detriment to the mission or the command. (d) When the foregoing requirements have been met but it is evident that the individual is not deserving of the Good Conduct Award due to events which preclude receipt. Therefore a Legion of Merit won in combat is distinguished by a combat "V". The Bronze star is often awarded for a less specific action.. and/or other acts which are not in keeping with the high moral standards required of all Marines. . Normally takes years to be awarded. you get this one.The Medal of Honor: See the Navy Cross. A legion of merit can be awarded in peacetime for a job well done.. A medal of honor winner is accorded courtesies normally reserved for Generals.

The exception is RDPE Platoon of Echo Company. pistols and/or rifles. Wild and reckless. regional practices. on a recon mission to LV-426. The Bug Hunters raise hell on any battlefield they grace.. Personal and unit decorations a) Personal awards are conferred upon the individual for his or her act of heroism. matches. ARMS AND MISSIONS OF THE CMC RAPID DEPLOYMENT PARASITE ELIMINATION PLATOON (RDPEP) Most Marine force is maintained below effective Domination Kill Power. certain commemorative medals have been struck to commemorate noncombatant but noteworthy achievements such as polar and arctic expeditions or pioneer space flights. Before a soldier can apply to join the RDPEP. while officers must apply and be elected by the Federal Council of War. or practice exercises. from three story tall lizards to microorganisms and viruses. campaign. They have the only recorded air to air collision of the UD-4 during a planetary drop. Colonial Defense Service Medal: See national defense service medal. The trophies are awarded at the various levels to include: United States and international distinguished shooter competitions. specific act of gallantry. overcome and adapt to the battle conditions. the only one in existence. commemorative. Officially commissioned seven years ago. The 'Bug Hunters' are called into duty for numerous situations involving extraterrestrial parasites that threaten colonists. the RDPEP is the most decelerated and penalized platoon in the Corps. The RDPEP is a Rapid Deployment Parasite Elimination Platoon. interservice rifle and pistol matches. and contains an active Bio-Weapons lab onboard their ship. Enrollment in the RDPEP is strictly voluntary. and marksmanship badges and trophies. national trophies for rifle and pistol matches. Organized Marine Reserve Medal: See national defense service medal. The most recently founded branch of the Marines. division and inter-division contests. the RDPEP is composed of the best Marines the Corps has. Each Medal can be accompanied by one or several points of Reputation. The RDPE Platoon 'Bug Hunters' are the most notorious active war unit in the universe. awarded for being in the organized reserves during a war. BACKGROUND: Marine Corps awards fall into three classes: personal and unit decorations. or for meritorious service during military or non military feats. Marksmanship Badges and Trophies Badges are awarded to individuals who qualify because they have demonstrated some special proficiency or skill. and service medals. Marine Corps rifle and pistol championships. From virus epidemics to reptilian infestations. The RDPEP is dispatched in response to dangerous extraterrestrial activity. combat exercises. b) Campaign or service medals are issued to "all hands" who take part in particular campaigns or periods of service for which a medal is authorized. due to . Medal For Humane Action: See humanitarian service medal. The RDPEP is currently investigating the disappearance of the Sulaco. and Marines simply improvise. Marksmanship badges are worn to indicate the individual's prowess with specific weapon(s).Marine Commendation Medal: Same as a JSC National Defense Service Medal: Be on active duty during a war! Awarded to everyone on active duty during wartime. during specified competitions. they maintain the best equipment and personnel. with one requirement. The RDPEP is maintained at 500% Domination Kill Power. They are tasked with eliminating hostile alien life forms. In addition to campaign and service medals.. they must have extraterrestrial combat experience.

The Beserker team is only used for the purpose of eliminating the Hive core—the Queen. 16 infantry. THE BESERKER TEAMS Beserker teams appeared when the Alien threat needed a fast solution to the increasing infestation of the Outer Veil Colonies. he/she is trained to go docile and allow to be captured. The teams would be small: One ship and one small crew designed only for extermination. The Deterrent has 3 UD-4 gunships. At least two Heavy Gunners and a Team Leader are standard. which is always very near the Queen. the Mine will finish the job. a weapons officer. a weapons officer. 4 bio-weapons specialists. When some tech in the R&D of the CMC came up with a powered armor. This gives almost a full ten minutes after the facehugger has attached before it fully takes over the host. one Point man. until it homes in on the transmitter. 4 bio-weapons specialists. and a commanding officer. 16 infantry.their ongoing disregard to regulations against dual 'pipe race' drops. It goes straight into the hive. 3: The Beserker suit is prepped and secured with its personal technician in tow. the Bug Hunters control the only ship with an active bio-weapons lab. The immediate problem was the lack of acid resistant armor (which was still a rarity). The PD of the mouth guard is 40 and. 5: The Beserker is activated and let loose. and a AD-17A strikeship. Only the Beserker Team can arm or disarm the weapon. 2 Sergeants. Heavy Gunners are always equipped with the heaviest weapons from the TL available. A further problem occurred when the suits designed appeared uncontrollable. 2: The Heavy Gunners clear out the perimeter to make room for the Point Man.. 4: The Point man infiltrates the Hive. through walls and all defenses. 2 drivers. not for experimentation: One Beserker and a Technician. ADVENTURE TYPES: Lots of variety. 2 drivers. The Queen is immediately killed. Casualties ran into the thousands. the flaws were redefined and the “Racks” were created). is equipped with NutraGel. The 409th has also never left the remains of a soldier behind. The Point Man is equipped with a special Head guard that prevents embryo implantation by a Facehugger. 2 Sergeants. and a commanding officer. The RDPEP is sent in first in TL3 and 4 whenever an Alien presence is detected. The Mission profile is almost always as follows: 1: A Nuclear Failsafe Mine is armed outside the Hive for a preset time.5. The Point Man also carries a high powered transmitter with a 100 km range only used by the Beserker Unit. The Deterrent has 3 UD-4 gunships. The losses of Standard Marine Battalions were increasing. SHIP TYPE: Stationed aboard the USS 'Deterrent'. Almost every type is available. and a AD-17A strikeship. By 5. the answer seemed clear. at TL5. There he/she allows himself/herself to be captured and taken into the Hive. Point Men are equipped with weapons only to eliminate border aliens and facehuggers roaming around. When the aliens come in force. They are one of two platoons ever to recover a Marine's body from the GZ of a thermonuclear detonation. Point Men MUST have WILL of at least 8 to keep his/her cool. Then costs went up so the initial design was scrapped and the Beserker was born (Of course. half the CMC is dedicated to Parasite control. The crew totals 30: 4 pilots. CONSPIRACY LEVEL: 3--Only the USS Deterrant 4—Three more additional ships 5—More than 15 ships. one Doctor . TEAM SIZE: The crew totals 30: 4 pilots. If the Beserker team fails in its mission. The Beserker’s weapons automatically shutoff 3 meters from the Beacon (the Point .

it is a good idea for the PCs to start here. The commander is often a military scientist. The Marines dedicated to armed services usually knock heads with the sciences division. They are the first team in after a Beserker cleaned up an infected area. PLANETARY XENOBIOLOGY SURVEY (PXS) The First appearance of the PXS is surprisingly early on. one Doctor . Weyland Yutani operated their own funded teams but their selfishness of the information resulted in almost every coprasti0on and group creating their own version of the PXS. These adventures usually throw a handful of aliens but no major infestations. TEAM SIZE: Seven--One Beserker and a Technician. The PXS ships are comprised of 50% laboratories and 50% Defense. 7: The hive is abandoned to await the PXL and / or the ERT to remove the Hive and restore the location to its old status. being sent in to investigate possible infections by hostile organisms. There are lots of character stories that can run parallel with the Beserker missions but if the game centers on these very linear battle. at least two Heavy Gunners and a Team Leader SHIP TYPE: One Bougainville Class Frigate. The Suit remains on until the alien infestation is reduced to only a few stragglers. CL to CL. 5—More than 10 are in operation. the PXS dates back even before the Xenomorphs appeared. They are the first to use the Xenomorph Synthetics when mass-produced (See Synthetics) and use them with other units to infiltrate Hives to study them. the difference between the PXS and the RDPEP is that the PXS crew is mostly science. They usually end up complying with their scientific priorities. However. No Fighters. For the CMC. It is up to the GM to make it interesting. the game can get tiring quickly. GMs can consider the Character taking a Beserker tour (ten sweeps) for some added action. Full crew compliment. CONSPIRACY LEVEL: 4—Only a few teams. ADVENTURE TYPES: Mostly extermination missions. . PXS craft can have up to ten. Total crew per ship can be up to forty. SHIP TYPE: Usually one ship. CONSPIRACY LEVEL: CL1 and up.Man). TEAM SIZE: 50% are various scientists (mostly xenobiologists). with the military only playing a supporting role in the operation of the mission. The unit is then flushed and shut down. ADVENUTRE TYPES: These are great starting missions and PC put pieces together about the alien mythos but fighting is down. 6: The Heavy Gunner’s move in and eliminate the stragglers. TSAPC is Standard. one Point man. 8: The Beserker team moves to the next Hive. The Eggs are flamed and the Point Man is released. Instead of the standard one synthetic per ship. NOTES: The Beserker is not a PC is should be GM controlled. If running a full campaign. a Conestoga or a Bougainville. PXS teams do not exterminate hives wholly but often ride in with the assault teams as the R&D arm of a strike force.

Up to 12-24 Combat Groups in a brigade. fighters. This expands beyond the need to protect their borders. the MSF provide the brunt punch in planetary bombardments. An MSF patrols the hostile borders of Alexandria and the UPP. and Weyland Yutani start to operate their own Hives for the purposes of experimentation. Marines. They send Dropships planetside in the hundreds. ERT (EMERGENCY RESCUE TEAM) ERT teams are exclusive to the CMC. They are needed to meet the demands of the colonies they serve. sent in numbers. Eridani 3rd Colonial Marine Division 3rd Marine Aerospace Wing Marine Space Force. Often. “Monitor” and “Control”. They offered large amounts money for the need of control. ZCT. No scientific cargo. the CMC is called in for rescue duty. CONSPIRACY LEVEL: CL1 ADVENUTRE TYPES: Any type of rescue mission. this is where the fight is. Sol 1st Colonial Marine Division 1st Marine Aerospace Wing 1st Marine Brigade 2nd Marine Aerospace Wing 2nd Marine Brigade 2nd Colonial Support Group 3rd Marine Brigade Marine Space Force. on these huge massive fleets roaming across the universe. and armor are all carried on board. They are sent in to rescue people from a variety of conditions.MARINES SPACE FORCE: Basically these are the main strike forces of the CMC. The MSK were dedicated to exterminating the alien threat as they approached Earth. CONSPIRACY LEVEL: CL 1 and up. . usually with spotty records.5 that the CMC shut down these operations. Each Battle Fleet is led by a Major. Herculis 4th Colonial Marine Division 4th Marine Brigade 4th Marine Aerospace Wing 1st Colonial Support Group TEAM SIZE: 3-12 battleships in a combat group flanked by at least one Reliant Cargo Hauler per Frigate. Most frigates carry a full payload in troops. That’s right. These flanks of weaponry and troops don’t often get called in to fight Aliens and only start migrating into that field in CL5. These jobs are high pay and high risk. or Captain. It wasn’t until CL 5. funded by corporations to monitor and control Hive infestations. SHIP TYPE: Usually one ship. If the GM wishes to start a full-scale war. The force includes every type of technology in the CMC--Battlecruisers. the ERT was formed. Their charter expands beyond the normal requirements for a basic marine corps. TEAM SIZE: Any. To combat these demands. usually because they have the fastest ships with the longest range. A Battalion is usually led by a General. Usually. Colonel. Marine Space Force. At CL5. BIOLOGICAL MANAGEMENT CONTROL BMC teams are generically planet based. Many corporations including GrantCorp. ADVENUTRE TYPES: Large scale warfare. are sent. A good way to add variety to a campaign by sprinkling in some Non-Alien action. Conestoga usually. SHIP TYPE: Various. dropships. A MSF often breaks up into its individual battle groups and sent off on smaller duties.

I presume) can turn on the CMC or the Aliens may run. searching for survivors and straggling aliens. Tazer Webs are standard. eliminate every alien presence.Absent without leave. but it is inevitable The Aliens have overrun our words. 1. something goes wrong. ARTICLE 89 -. when landing. Any Marine. 2: Control. 1. city. CONSPIRACY LEVEL: CL4 to CL 5 ADVENUTRE TYPES: The GM can consider giving the PCs a tour on a Corporation run Hive. Only a dominant CMC presence can prevent the aliens for overrunning their keepers. SHIP TYPE: Dropships. The CMC travels Earthside to walk among the ruins. usually scouts for survivors. Snakefighters. strafing large areas of jungle. Cleanup crews work day and night. No one wants. Its purpose is to ensure order and to provide a means of adjudicating infractions of the law. shall be punished as his commanding officer or a court-martial may direct . ARTICLE 86 -. and desert in an effort to stop the alien threat. The obedience to military law is the responsibility of every Marine. Most troops that venture on planet usually need a high humanity or the gruesome effects of the Earth War might get the best of them. check for infestations.Disrespect toward a superior commissioned officer. The CMC. TEAM SIZE: At least 30 troops. Any Marine who. PUNITIVE ARTICLE The following list contains the descriptive title and general provisions of selected punitive articles of the UCMJ. Ground teams or large volleys of dropships. without authority a) fails to go to hit appointed place of duty at the time prescribed. The major casualties in this business come from demoralized troops who refuse to go to planet side. then do a standard body count. Hives are burnt to the ground. Beserker teams are not used because of the Nuclear Failsafe device considered standard equipment with those teams. the need to study the alien resulted in these necessary evils. This prevented the corporation from illegal use of the aliens for purposes other than research. organization or place of duty at which he is required to be at the time prescribed shall be punished as his commanding officer or a courtmattial may direct. CONSPIRACY LEVEL: CL6 ADVENUTRE TYPES: Your typical apocalyptic tale as the CMC tries to rebuilt humanity after the Alien threat MILITARY JUSTICE A. who behaves with disrespect toward his superior commissioned officer.However. The latter occupies most of the mission. The Corporation head at the lab (Ernst Kleist. UNIFORM CODE OF MILITARY JUSTICE A code that applies to all members of the uniformed services. Large fleets of fighters and dropships hover above the planet. after a while. The CMC offered their assistance for many reasons 1: Management. Usually equipped with heavy armor but no major offensive weaponry. Orona’s bombs have wiped out the major hives. There are still more than 30 hives operating on Earth by the end of CL 5. SHIP TYPE: None…Ground based. 2. 2. B. TEAM SIZE: Various.5. Of course. out of control RECOVERY AND SALVEAGE A horrible duty. b) goes from that place or c) absents himself or remains absent from his unit.

who a) strikes his superior commissioned office b) draws or lifts up any weapon against his superior commissioned officer c) offers any violence against his superior commissioned officer.Assault on or willfully disobey a superior commissioned officer. 5.Assault. A reprimand is a severe form of censure that adversely reflects upon the conduct of the person addressed. or d) willfully disobeys a lawful command of his superior commissioned officer while that superior commissioned officer is in the execution of his office. A reduction in pay grade causes the accused to be of the rank and pay grade to which reduced. personal property. 2. of money to be accrued (earned in the future) as a result of service in the armed forces of the United States. Any Marine. Any Marine. ARTICLE 128 -. or seniority. or b) with intent temporarily to deprive or defraud another person of the use and benefit of property or to appropriate it to his own use or the use of any person other than the owner is guilty of wrongful appropriation shall be punished as his commanding officer or a court-martial may direct. and shall he punished as his commanding officer or court-martial may direct 7. The convening authority of a court-martial or a commanding officer may punish a Marine by censure. is guilty of aggravated assault. The UCMJ provides limitations of sentences based on the nature of the crime. REPRIMAND. All forms of punishment are subject to restrictions specified in the UCMJ. shall be punished as his commanding officer or court-martial may direct 5. However. FORFEITURE OF PAY AND ALLOWANCES. or petty of ricer. ARTICLE 90 -. This form of punishment is reserved for commissioned officers only. or article of value of any kind a) with intent permanently to deprive or defraud another person of the use and benefit of property or to appropriate it to his own use or the use of any person other than the owner. and the position/rank of the individual assigning the punishment or the type of court-martial which convicted the Marine.Larceny and wrongful appropriation Any Marine who wrongfully take. shall be punished as his commanding officer or a court-martial may direct. b) all conduct of a nature to bring discredit upon the armed forces. a fine is normally used only as a sentence in cases when the accused has been unjustly enriched as a result of the offense convicted. who become involved in a) all disorders and neglects to the prejudice of good order and discipline in the armed forces. 3. LOSS OF NUMBERS. 4. 6. 4. or petty officer while that officer is in the execution of his office. REDUCTION IN PAY GRADE. RESTRICTION TO SPECIFIC LIMITS. or c) in language or deportment toward a warrant officers noncommissioned officer. b) commits an assault with a dangerous weapon or other means or force likely to produce death or grievous bodily harm is guilty of assault consummated by battery. or withholds (by any means) any money. FINE. A reprimand my be presented either orally or in writing. obtains. ARTICLE 134 -. The sentence will specify the physical and geographic locations in which the individual is .General article. a court-martial may direct that the Marine be punished by death. FORMS OF PUNISHMENT The following are the forms of punishment which may be imposed for violations the of the UCMJ. 1. Restriction deprives the accused of normal liberty privileges. the form of adjudication (nonjudicial punishment or courtmartial). A fine makes the accused immediately liable to the United States for the entire amount of money specified in the sentence. however. it is normally delivered in the written form. of all or specific amount. If the offense is committed in time of war. or c) commits assault and intentionally inflicts grievous bodily harm with or without a weapon. lineal position. shall be punished as their commanding officer or a court-martial may direct C. 6. who a) attempts or offers with unlawful force or violence to do bodily harm to another person.3. ARTICLE 121 -. Any Marine. whether or not the attempt or offer is consummated. Any Marine. who a) strikes or assaults b) willfully disobeys.Insubordinate conduct toward a warrant officer. and it may be adjudged instead of or in addition to a forfeiture. or c) crimes and offenses not capital. A fine may only be adjudged by a court-martial. noncommissioned officer. is guilty of simple assault. A forfeiture deprives the individual accused. steals that property is guilty of larceny. ARTICLE 91 -.

a) The lowest level of authority to convene a general court-martial is normally a division. or the equivalent. 1. A general court-martial can be composed of a military judge alone or a military judge and not more than five impartial armed services personnel. The impartial personnel can be commissioned officers. If the accused is a commissioned officer. 8. or base commanding general. under special circumstances. he may request that at least one third of the members of the court be enlisted. A Marine who is being punished by restriction is not exempt from performing normal duty requirements. a) The lowest level of authority to convene a special court-martial is normally a brigade or regimental commander or the equivalent. a commanding officer of a separate or detached command may be granted the authority by his superiors. no member can be an enlisted person. Additionally. CONFINEMENT. CONFINEMENT ON BREAD AND WATER OR DIMINISHED RATIONS. c) Normally. DEATH. c) A summary court-martial may not try a commissioned officer. Since a summary court-martial is less formal than the other two types of courts. or a military judge and not more than three armed services personnel. In the case of sergeants and above. can be commissioned officers. 2. dismissal. The hard labor is performed in addition to regular duties. COURTS-MARTIAL The three types of courts-martial are summary. except death. or confinement. a commanding officer of a separate or detached unit may be granted the authority by his superiors.usually a correctional facility. However. or forfeiture of more than two-thirds pay for more than 6 months. no member can be an enlisted person. A summary court-martial is composed of one officer with the rank of Captain or higher. no member can be a warrant officer or enlisted person. Confinement deprives the Marine sentenced of normal liberty privileges and is a form of physical restraint which provides for the assignment of quarters at a specific location . If the accused is a warrant officer. If the accused is a warrant officer.allowed. dishonorable. . cadets. no Marine can be compelled to accept a summary court-martial. under special circumstances. If the accused is an enlisted person. 11. he may request that at least one third of the members of the court be enlisted. HARD LABOR WITHOUT CONFINEMENT. level of authority. special. warrant officers. However. b) A special court-martial may adjudge any punishment not forbidden by the UCMJ. he should be aware that conviction by a special or general court-martial constitutes a felony conviction. However. 10. b) A general court-martial may adjudge any punishment not forbidden by the UCMJ. A special court-martial can be composed of a military judge alone. except death dismissal. midshipmen for any capital offenses. restriction for more than 2 months. a Marine may refuse to accept trial by summary court-martial and may request a special court-martial. However. b) A summary court-martial may adjudge any punishment not forbidden by the UCMJ. under special circumstances. PUNITIVE SEPARATION. D. a special court-martial may not try any capital offense where there is a mandatory punishment beyond the maximum punitive power of a special court-martial. The impartial personnel. a summary court-martial may not award a reduction of rank of more than one rank. dishonorable discharge. 9. not more than three impartial active duty armed service personnel. no member can be a warrant officer or enlisted person. This form of confinement may only be assigned while the Marine sentenced is embarked aboard Naval vessel and may not exceed 3 days. warrant officer. how long the restriction shall last. wing. the performance of hard labor is also required. or enlisted personnel. discharge bad-without confinement for more than 45 days. hard labor without confinement. 3. confinement for more than 6 months. This form of punishment results in the convicted Marine being removed from the service and given either a dishonorable or bad-conduct discharge. and general. or forfeiture of more than I months pay. unless specified in the sentencing. and when that individual must be present at specific locations. This form of physical restraint is confinement to specific quarters (normally the ship's brig) while enduring a specific reduction of rations (normally bread and water only). The differences among the three types of courts-martial are based on their composition. however. a commanding officer of a separate or detached battalion may be granted the authority by his superiors. or enlisted personnel. and severity of punishments authorized. Of the accused is a commissioned officer. warrant officers. a) The lowest level of authority to convene a summary court-martial is normally a battalion commander or the equivalent. 7. If the accused is an enlisted person. hard labor without confinement for more than 3 months.

to anyone in the chain of command until you have reached the officer to whom you originally requested mast. e) calling witnesses on your behalf. either orally or in writing. f) If your request mast to a higher commander is resolved by a lower commander. c) Your statement must also include a list of persons in your chain of command that you have already seen and any action that they have taken. It must include a list of witnesses with a summary of the expected testimony of each. The procedural points for request mast below the commanding general level are contained in the following a) You may submit your request at the lowest echelon and have it forwarded via the chain of command to the commander with whom you wish to speak. d) introducing evidence on your behalf. no one may prohibit you from speaking with your commanding officer at the proper time and place. b) You must. e) testifying on your behalf. 2. attach any documents that support your request. f) having your sentence reviewed.E. d) You may request mast without fear of prejudice to your interest. 1. If your request is of an emergency nature. you must make a written. i) having the assistance of an interpreter. if applicable. m) being tried by a military judge. objecting to. e) Upon completion of request mast. F. k) challenging members of the court. a) being considered innocent until proven guilty. l) having enlisted representation on special and general courts-martial. Your rights before judicial proceedings include but are not limited to: being considered innocent until proven guilty. The procedures are designed to allow for timely and appropriate responses to your request. Your rights before nonjudicial proceedings include but are not limited to: a) appearing before all boards and fact-finding bodies: b) examining. The additional procedural points for request mast with your commanding general are contained in the following a) You must prepare a complete written. h) being informed of all charges against you. RIGHTS The rights of the accused before judicial and nonjudicial proceedings are based on the laws of this country and specified in the UCMJ. c) You do not have to state the matter of concern. c) being represented by a lawyer.. and challenging She introduction of all physical and documentary evidence. j) protection against illegal searches and seizures. and f) making a voluntary statement for the official records. c) You should not have to wait more than 24 hours between levels of the chain of command whenever possible. cross-examining. witnessed statement indicating the degree of satisfaction you have had and your willingness to withdraw the request to higher authority. b) remaining silent and to being informed that if you do make a statement it can be used against you in a court-martial. g) Your request mast will be conducted at the earliest reasonable time and not later than 72 hours after submission whenever possible. and challenging the testimony of all witnesses. and n) being tried by court-martial vice nonjudicial punishment 2. This includes any commanding general who is located in the same geographic area as you. 1. statement indicating the reasons for the request mast. REQUEST MAST You can use this procedure to discuss any matter with your commanding officer in your chain of command. d) being protected from double jeopardy. c) examining. If you are following the proper procedures for requesting mast. g) having a speedy trial. . you must make a written statement regarding the degree of satisfaction you had with the outcome of your request. it should be heard within 24 hours if at all possible.

JUDICIAL PUNISHMENT The purpose of nonjudicial punishment is to provide an essential and prompt news of maintaining good order and discipline to your unit's commanding officer. the Marine Corps. if you feel that the punishment awarded to you is unjust or disproportionate to the offense. Violations of these principles prejudice the good order and discipline essential to success in combat. Violations have an adverse impact on public opinion both national and international and have on occasion served to prolong conflict by inciting an opponent to continue resistance and in most cases constitute violations of the UCMJ. disregard for the normal superior-subordinate relationship. LAW OF WAR Discipline in combat is essential. 4. The type of discharge you are awarded is based on the method by which it is awarded and the character of your service. These are offenses generally recognized by the civilian courts as being serious felonies. . decrease. Additionally. a Marine may also be awarded a dishonorable discharge if he his been convicted by court-martial of three or more offenses in the last year. he must have been convicted by a general or special court-martial of an offense under the UCMJ which was serious enough to warrant this form of discharge. or let stand any portion or all of the original sentence. and far from weakening the enemy's will to fight.G. To receive a dishonorable discharge. I. 2. 1. DISCHARGES As a Marine. he cannot in any way increase the original sentence. Disobedience to the law of war dishonors the Nation.0 or 4. Under these conditions. A Marine may receive a general discharge under other than honorable conditions if his service has been characterized by conduct that was a significant departure from the conduct expected of a Marine. Once your commanding officer has passed judgment and sentenced you. 3. However. or endangering the security of the Marine Corps. you have the option of either demanding trial by court-martiat or accepting nonjudicial punishment. suspend. It also promotes positive behavior changes in Marines without the stigma of a court-martiat conviction. TYPE OF DISCHARGE Honorable General. a Marine may be awarded a bad conduct discharge if he has been convicted by court-martial of two or more offenses in the past 3 years even if none of the previous or current charges are severe enough to warrant such a discharge. This type of discharge is normally awarded to Marines whose average proficiency or conduct marks fall below 3. H.0 respectively. 2. under conditions Bad-conduct Dishonorable other then honorable CHARACTER SERVICE Honorable Honorable Other than honorable Other than honorable Dishonorable OF METHOD OF AWARD Administrative Administrative Administrative General or special courtmartial General court-martial 1. under honorable conditions General. This usually involves illegal acts or comission of acts that are characterized by violence that result in serious bodily injury. However. regardless of whether any of the charges were severe enough to result in a dishonorable discharge by themselves. the discharge is awarded in lieu of court-martial. and the individual Marine. He may set aside. drug abuse or trafficking. If you are the accused Marine. it strengthens it. you may appeal all or part of your sentence to the next higher authority. A Marine may receive a general discharge under honorable conditions if his service was characterized by significant negative aspects reflected in his performance or conduct. The following principles require the Marine's adherence in the accomplishment of any mission. a Marine must be convicted by a general court-martial of an offense of a dishonorable nature. For a Marine to receive a bad-conduct discharge. you may be given one of five different discharges. breech of special trust. A Marine may also receive a bad-conduct discharge from a court-martial for a minor offense W he has previously been found guilty of repeated offenses in a combination of judicial and nonjudicial proceedings.

Marines do not attack medical personnel. Even ashore Marines customarily use nautical terms. "head" is the bathroom." to cancel or to disregard a statement just made BELOW To go downstairs BREAKOUT Take out of stock or storage: to prepare for use BRIG A place of confinement. facilities. Marines collect and care for the wounded. "Yes. just as it is afloat. soda. finish. As soon as the anchor has broken away from and is no longer fastened to the bottom BELAY To make fast or to secure. not in proper stowage AFT Referring to or toward the stern (rear) of a vessel ALL HANDS All members of a command ASHORE Any place outside of a naval or Marine Corps reservation AS YOU WHERE Resume former activity AWEIGH Said of the anchor. 8. 9. In the Marine Corps. sir" is used when acknowledging a verbal order. make fast put away in storage SHIPPING OVER Reenlisting . 7. or equipment. They must report all violations of the law of war to their superior. scattered about. "square-away" is to correctly arrange articles or to take in hand and direct an individual. SEA SERVICE TERMINOLOGY FOR MARINES Many Corps customs are derived from the many years of service afloat. end. Marines do not steal. 5. They must disarm them and turn them over to their superior. the nautical expression. Floors are "decks. mobile field mess GATOR An amphibious ship. Some of the other terms inherent in Corps tradition and history are: ADRIFT Loose from towline or moorings. aye. whether friend or foe. and smokes can be purchased HATCH Door or doorway LADDER Stairs LIBERTY Absence of enlisted from the ship or command for less than 96 hours for purposes of rest and recreation which is not charged as leave POLICE To straighten or to tidy up PORT Left QUARTERDECK The ceremonial location on board ship when the ship is moored or at anchor (It is located close to the brow or accommodation ladder and is the watch station for the Officer of the Deck. aye." ceilings are "overheads. Among other terms commonly used: "two-block" is to tighten or center. Marines do not harm enemies who surrender. 6. Marines do not kill or torture prisoners. 2. "Aye. Marines respect private property and possessions.) SEABAG The bag used to stow personal gear SECURE Stop. sir" and "No sir" are used in answer to direct questions. as in "belay the line. Marines treat all civilians humanely. sir" is not used as this expression is reserved solely for acknowledgment of orders. Marines destroy no more than the mission requires. Marines should do their best to prevent violations of the law of war. Marines fight only enemy combatants. The order "Gangway" is used to clear the way for an officer ashore. a prison BROWN BAGGER A married man BOW The front portion of a ship BRIDGE The portion of a ship's structure from which it is controlled when underway BROW A portable walkway from the pier or jetty the ship's quarter deck BUTTKIT An ashtray CARRY ON The order to resume previous activity CHIT A receipt or authorization.1. ice cream. 3." ands corridors are "passageways". a piece of parer FANTAIL The main deck of a ship ar the stern FIELD DAY Barracks cleanup FIELD SCARF Regulation Marine Corps uniform neck tie FORECASTLE The upperdeck at the bow on which the ground tackle is located GALLEY Shipboard kitchen. "Aye. kitchen of a mess hall. 4. and "scuttlebutt" is a drinking fountain or an unconfirmed rumor." walls are "bulkheads. one who serves in the amphibious Navy GEEDUNK The place (aboard ship) where candy.

A moral. In essence. and loyal cooperation. It means looking out for Marines as they instinctively look out for their leader and for each other. (7) Training is well planned. 1. shelter. 2. mental. (3) Marines are proud of their unit. The Primary Objective of Leadership -. water. is immediately provided (8) In hostile situations. d) The results of a well-disciplined unit are clearly observable: (1) All assigned missions are accomplished. know your people. well conducted. The Secondary Objective of Leadership -. (3) Sound discipline is a matter of consistency and firmness. and physical state in which all hands respond to orders or to the will of the commander or leader. they believe it has a good reputation (esprit). is used to improve performance and to aid in solving problems or circumventing potential problems. example. (2) Marines are confident and maintain a sharp appearance. (2) Effective discipline is the sense of accomplishment of a goal. and thoroughly evaluated for individual and unit strengths and weaknesses and feedback. consistent. (1) Self-discipline is the basis of discipline.Mission Accomplishment a) Military discipline. also GENERAL LEADERSHIP A. (6) Marines cooperate and willingly helping one another. for the individual and the group. and to maintain the sense of accomplishment. It means training and critiquing so that "lessons learned" do not have to be relearned. and set the example. (3) professional. and look after them. b) Efficient performance in battle. and (4) career. (4) Weapons and equipment are available and well-maintained. OBJECTIVES OF MILITARY LEADERSHIP Leadership has passed from Marine to Marine since the founding of the Corps. whether or not he or she is present. leadership boils down to three fundamentals: Know your "stuff" and yourself. Deportment attention to duty. confidence.SICK BAY Hospital or dispensary SKIPPER Commanding Officer SKYLARK Goof-off. but it also means attending to the numerous other details that make a unit effective. (5) Marines at all levels are actively engaged in doing their duties they place value on the things that they do. (2) personal. to loiter STARBOARD Right STERN The blunt end (rear) of a ship SWAB A mop TOPSIDE Upstairs TURN TO Begin work. . as a leadership tool. be a role model. b) Keys to constructive performance counseling are: (1) Accurate evaluation of performance. to obtain their obedience. Concern for and attentiveness to troop welfare not only means providing the basics of survival (food. the officer's used to signify all of the officers serving on the ship living room and dining area. It means talking with military members as if they are members of the family. The ultimate objective of military discipline: Overcome fear and replace it with action c) Standards of good discipline. and rest). the unit fights successfully under stress. It is the art of influencing and directing men and women to accomplish the mission of keeping our country free. The types of counseling are: (1) performance. get started WARDROOM on board ship. and decent behavior which enable men and women to accomplish and to give their best.Troop Welfare a) Counseling. respect.

4.g. skills. THE FIVE STRESSES A MARINE CAN EXPECT IN COMBAT 1. 2. (3) Mutual agreement concerning performance areas where improvement is required. and debris on the battlefield) and mental fog (confusion. medical or drug and alcohol officers. Casualties. d) Keys in conducting professional counseling include (1) Finding out what the problem involves and then setting up an appointment for the Marine to talk to the proper specialist (e. "Fog of War" . Feeling of isolation. and mental fatigue. (2) Knowing the advantages of a career in the Marine Corps and the opportunities and alternatives that are available. Continuous operations. 4. (4) Active subordinate response. Communications breakdowns. stress. or the chaplain). 3. Discomfort and fatigue. 1st Sergeant. Confusion and lack of information.. and 9. and 5. and attitudes).literal fog (dust. Casualties. OFFICER RANKS FOR THE NAVY O-1 Ensign O-2 Lieutenant. unnerving sights and sounds. (3) Problems that are not solved are referred to someone who can handle the problem. smoke. Individual discomfort and physical fatigue 7. Homesickness. and (5) Concrete suggestions for improvement. and (2) Using the chain of command to match a Marine to the proper specialized expert. THE NINE COMMON ELEMENTS FOUND IN THE COMBAT ENVIRONMENT 1. Violent. and fear. Fear. 2.(2) Clear and concise communication of the evaluation to the subordinate. Extreme risk and fear. 3. 5. Sergeant Major. uncertainty due to lack of knowledge of the enemy. (2) Advice on professional matters is left to the professionals. mental and physical fatigue. Junior Grade O-3 Lieutenant O-4 Lieutenant Commander O-5 Commander O-6 Captain O-7 Rear Admiral O-8 Rear Admiral O-9 Vice Admiral O-10 Admiral . 6. chaotic noise. c) Keys to effective personal counseling are: (1) Suggestions and advice are offered only after learning all of the pertinent facts. and (3) Knowing the basic qualifications required for reenlistment. e) Keys to career counseling are: (1) Knowing and understanding the Marine (their motivations. Boredom. 8.

Only when the Character's Rank reaches his current ceiling can he roll to get the jump to a career OR stay and keep pumping points in what the character has. Promotions can alwasy be refused. but promotions are no longer available. The PC can dabble in a variety of fields but should choose a final path dependant on the character’s history. There are skills listed that the character gets as a bonus as well as skills the Player must spend OP on. The templates labeled Career are paths the PC have taken because he/she has decided on a future in the Marines. Career paths have a starting rank but no ceiling rank. no PC can take more than three different careers. (eg: An NCO At Sargeant wanting to be a Starship Commander must be busted to Corporal. then roll for promotion in the new career. if you choose a career but decide against it later. The first choice MUST not by career. spend a year in the mirror of the new career. If above the DV. All players start at the bottom. The PC is stuck there unless he/she wants to be discharged. The Rank listed in the non-career template is the highest rank available in that path. CHARACTER TEMPLATE --NEW RULE-Each Character chooses a path every two years of service. All following paths will be this one. The third is IT. The GM can consider up to 60. NO ORIGIN PATH CHARACTERISTICS Character Points: Option Points: 55 points. the fourth must be a career OR the Player must choose his last one again with no increase in rank. Every year the PC is in this path he has a chance to go up in rank (ranks are listed in the USMC/CMC section and below. Every NonCareer option has a Career mirror (Aerospace – Starship. you take this immediate rank. and then spend a year at Aerospace at Corporal and then roll to go into Starship Commander) . Also. The DV then drops by 2 and then an additiona two every following year. Also listed in each template is a rank structure. A tank pilot can switch to OCC but has very few skills useful going in. Infantry--OCC). No other paths may be chosen. 50 points. Each year requires a Leadership roll (Uses PRE + skill). All Optional Derived Characteristics should be used. of course. you have to bust yourself back down the ceiling rank or yur career mirror rank. the new rank is established. If not. Money is allotted for each path chosen. After the character has gone through three paths. When you move into a career path for the first time. Characters must be at least 18. Each template has special rules unique to its own. COMPLICATIONS The GM should avoid hefty problems since the CMC is an elite force. However.CHARACTER GENERATION Please refer to the FUZION rules for the following information: LIFEPATH: Unchanged. The GM can consider up to 65 but I feel it might lower game enjoyment. the rank is carried over the next year.

. you have one point in APC pilot. Melee Weapons. Leave some room for improvement later. choose one and keep it. SKILLS (3 OP points must be spent in any of the following): Surveillance. Gunnery (M). If the Character runs out of life. Running out of OP means the character hasn’t done much in his/her career since. specifically the M51 Smart Gun MIRROR: NCO CEILING : Lance Corporal BONUS SKILLS (All at +1): Smart Gunner (M). Survival. I recommend 6 or 8. The path the Character has taken the most is his/her position. Any OP you spend before choosing your first path can be spent on life skills but no military ones. Firearms. A maximum starting skill for a player should be 7. Military skills are those listed in the templates below (with an “M” beside them) All life skills are listed after the templates. The only military skills available are the ones you already have. Heavy Weapons (M). The PC stops choosing paths when he/she has run out of OP or has run out of life (Age). Demolition(M). Although many of their skills are similar to the base infantry. Hand to Hand. you can spend those are your usual skills or on any of the skills you have already chosen. Pilot Power Armor (TL6) MONEY: 80 cr. However. You cannot choose a path if you do not have the OP to spend on its skills. Hand to Hand Evade. They released are in numbers and are often indistinguishable from each other . TEMPLATES INFANTRY BACKGROUND: Infantry are the basic troops of the CMC. Usually. MONEY: 100 cr. After all your templates are done and have OP leftover. You cannot take APC pilot if you have never taken the path. This also caps a maximum age. there are exceptions). these are skills they can only develop through military channels. most people start in Infantry because of its general purpose skills they offer. right into training of the heavy weapons of the CMC.RANK DV: INFANTRY: 15 HEAVY WEAPONS: 15 NCO: 18 OCC: 20 AEROROSPACE: 16 STARSHIP COMMAND: 20 MEDICAL: 15 SCIENCES CAREER: 18 XENOBIOLOGY: 20 ARMOR: 15 TECHNICIAN: 16 ENGINEER: 18 Ranks during gameplay are run using experience (see CMC section for details). Autofire Weapons (M). he/she is considered an up and coming officer. HEAVY WEAPONS BACKGROUND: These people start right from the start. Melee Evade. If they are all equal. if you have three OP leftover. Hand to Hand O. Hand to Hand O. and more in the use of Heavy Weapons. Firearms.P. they have less training in close combat. MIRROR: OCC CEILING RANK: Lance Corporal BONUS SKILLS (All at +1): Autofire Weapons (M). then you can jump it up to four if you want. The GM should consider a maximum number of templates for each character. Hand to Hand. Some “M” skills are not military but since all PCs will be in the Marines (or assumed. Hand to Hand Evade. SKILLS (3 OP must be spent on any of the following): Survival. Heavy Weapons (M).P.

O.P. Dropships. MEDICAL BACKGROUND: These are ground medics basically trained to patching holes. these are marines. Survival. Firearms. learns the details of command and will soon go up in ranks to command squads. STARSHIP COMMAND --CAREER-BACKGROUND: These people are on the path to commanding their own ship. Here. They are armed with bullets and bandages.P. They may still pilot ships but are being trained in the command structure. First Aid. Gunnery (M) MONEY: 90 cr. Teacher. Pilot Starship (M). Engineer Aerospace. Perception. MIRROR: Starship Command CEILING: Corporal BONUS SKILLS (All at +1): Astrogation (M). Zero-G Maneuvering. Perception.NCO (Non Commissioned Officer) --CAREER-BACKGROUND: This is the path for people who want to stay on the front line but have some form of authority. High ranks could earn command of a squadron. Leadership. Interrogation. and Fighters of the CMC. They will fight to save their comrades. O. Armor STARTING RANK: Second Lieutenant CEILING RANK: None BONUS SKILLS (All at +1): Firearms. MIRROR: Infantry. Pilot Dropship (M). Tactics (M). Leadership.P. Hand to Hand O. Navigation. Astrogation (M). OCC (Officer Command College) --CAREER-BACKGROUND: Officer from the infantry or even from the Heavy Arms who wish to put on nicer clothes move to the hefty training and long hours of the Officer Command College. or even a fleet. O. Heavy Weapons (M). They are not bound by protecting life. MIRROR: Heavy Weapons STARTING RANK: Corporal CEILING RANK: Sgt. Firearms. Firearms. AEROSPACE BACKGROUND: The rough men and women of the Aerospace division (sometimes nicknamed “Starlight”) are trained to operate the Shuttles. units. Major BONUS SKILLS (All at +1): Autofire Weapons (M). an trooper.P. even battalions. Mechanics. Pilot-Atmospheric Interceptor (M). SKILLS (3 Op must be spent on any of the following): Tactics (M). They are trained in both operation of the flight systems and the weaponry armed on these air and space craft. SKILLS (3 OP must be spent on any of the following ): Pilot Starship (M). Pilot Dropship (M). MIRROR: Sciences or Xenobiology CEILING RANK: Corporal . Interrogation. a starship. Pilot Space-Interceptor (M). MONEY: 120 cr. Tactics MONEY: 120 cr. SKILLS (3 OP must be spend on any of the following): Demolitions (M). Burocratics. Engineer Starship. SKILLS (3 OP must be spent on any of the following): Pilot Space-Interceptor (M). MONEY: 100 cr. This is the usual path for people who don’t want to pursue a command unless it is just a squad. Gunnrey (M). These troops are also used for astrogation and maneuvering of the massive starships the Marines utilize. Demolition/Disposal (M). Survival. MIRROR: Aerospace STARTING RANK: Second Lieutenant BONUS SKILLS (All at +1): Leadership.

Most pilots and drivers attribute their success partially to these miracle workers. O. Demolition (M). Buggies. Autofire Weapons (M). Deduction. Forensic Medicine.(CL3 and higher required) BACKGROUND: This is a special path for those specifically designed to the study of alien life forms. They are also trained to combat these threats. MONEY: 70 cr. Paramedic (M). Sciences. SKILLS (3 OP must be spent on any of the following): Paramedic (M). Survival. One of these is the sciences. Teacher. SKILLS (3 OP must be spent on the following): Research. First Aid.P. Computer Programming. Enginee--Synthetic MONEY: 140 cr. Pilot Power Armor (TL6) (M). Firearms O. Sciences (Choose two or give one +2). and mechanics for smaller vehicles. Tracking. They are very similar to Sciences except they are more geared towards the study of alien life forms. SKILLS (3 OP must be spent on the following): Engineer (the two not chosen) (M). First Aid. Survival. Firearms.P. They can also operate the weapons of those vehicles as well. Driving (choose either APC. MIRROR: Engineer CEILING RANK: Corporal BONUS SKILLS (All at +1): Engineer (choose one at +2 or two and +1): Armor (M). Autofire Weapons (M). MONEY: 50 cr. MONEY: 100 cr. Starship (M). ARMOR BACKGROUND: These are the drivers of the Tanks. Criminology. these are marines that have either trained before as doctors or were trained in the corps. Driving (the other two types) (M). MIRROR: Medical STARTING / CEILING RANK: 1st Lieutenant / Colonel BONUS SKILLS (All at +2): Xenobiology (M). MIRROR: Medical STARTING RANK: Second Lieutenant BONUS SKILLS (All at +1): Paramedic (M). Basically. Being Marines. Sciences. XENOBIOLOGY --CAREER-. Perception. Perception. they often ride as passengers in large armor as a field repairman.P. Firearms.P. Aerospace (M). most of these personnel are geared to the study of ONE specific life form. . Survival. Teacher. Research. Tank. MIRROR: OCC CEILING RANK: Corporal BONUS SKILLS (All at +1): Gunnery (M). SCIENCES CAREER BACKGROUND: Expanding on their career. Navigation.P. some marines choose to serve the corps in a support position. SKILLS (3 OP must be spent on the following): Research. Autofire Weapons (M). Hand-to-Hand MONEY: 80 cr. SKILLS (3 OP must be spent on the following): Engineer Armor (M). Weaponsmith (M). Sciences (Choose one) O. O. or Buggy) (M). Course…eventually. Doctors in this category have been hired for corporation’s bio-weapon’s division. Forensic Medicine. TECHNICIAN BACKGROUND: Technicians are assistants to large starships. O. Electronics. Science Officers are trained in both medicine as well as all the sciences. They are often sent in large numbers for medical relief and can often be placed in command of missions of military aid. Perception. Survival. and APC of the CMC.BONUS SKILLS (All at +1): First Aid. Mechanic. Criminology.

regain feet as a free action) Defensive Strike (Strike.ENGINEER --CAREER-BACKGROUND: Engineers command whole teams and run and keep whole battalions of starships from falling apart. They are so trained.ALTERED -See "Ranks" in the CMC. -2 REF) Offensive Strike (Adds +2D6 to basic strike. Security Systems. SKILLS (3 OP must be spent on the following): The other two Engineer skills not chosen. Electronics. +3 DEX) Wristlock (A hit totally incapacitates the opponent. This should be enforced by the GM. No License MENTAL POWERS PLUG-IN (Optional) Certain skills should be banned: Mental Attack Mental Defense: Telepathy No one should have a skill above +1 at the beginning of their character. Engineer: Synthetic MONEY: 100 cr. the opponent must beat the attacker in a STR roll -5) * Nerve Strike (Does 2D6 damage. This is the only way to gain Membership in the CMC. MIRROR: Technician CEILING / STARTING RANK: Captain / Second Lieutenant BONUS SKILLS (All at +1): Engineer (Choose one at +2 or two at +1): Armor (M). +1 DEX) POINT COST: 12 Standard Equipment is discussed in Gear and Weapons . To escape. Mechanic. Aerospace (M). Leadership O. Adds +1 REF.P. Weaponsmith. at -2 RED. Reputation -. TALENTS No restrictions. Inventor. no Stun Defense. Computer Programming. Only one PC should have these skills and also consider not allowing it until later in the game. Starship(M). MARTIAL ARTS PLUG-IN Martial Arts are common MARINE HAND TO HAND (Optional Rule) ACTIONS AVAILABLE: ("*" indicates a new manuever) Basic Strike (+1d6 to STR-based damage. PERKS & PRIVELEGES Membership Every two ranks a marine has gains him +1 Membership in the CMC. Do not invest any points here. they not only can repair but modify and create their own designs. +2 Dex) Breakfall (Take 1/2 normal falling damage.

HIMAT. Machine Guns) (REF) Demolition / Disposal (TECH ) Driving: APC (REF) Driving: Tank (REF) Driving: Buggy (REF) Engineer: Armor (APC/Tank/Buggy) (TECH) Engineer: Weapons (use Weaponsmith) (TECH) Engineer: Aerospace (Dropship. Sentry Guns. Major of the Corps ENLISTED Private (Aeroman)* Private 1st Class (Aeroman)* Lance Corporal (Aeroman First Class)* Corporal (Senior Aeroman)* COMMISIONED Second Lieutenant First Lieutenant Lieutenant Commander Commander Captain Major Lieutenant Colonel Colonel Brigadier General Major General Lieutenant General General Admiral *Aerospace SKILLS MILITARY SKILLS Astrogation (INT) Autofire Weapons (Pulse Rifles. Flame-thrower) (REF) Gunnery (Mounted Weapons) (REF) Paramedic (TECH) Pilot: Dropship (DEX) Pilot: Interceptor (Space-borne) (DEX) Pilot: Interceptor (atmospheric) (DEX) Pilot: Starship (DEX) Pilot: Power Armor (TL 6 only) (DEX) Smart Gunnery (REF) Tactics (INT) Weaponsmith (TECH) Xenobiology (INT) Inventor (TECH) Languages (INT) Leadership (PRE) Lip Reading (INT) Local Expert (INT) Lockpicking (TECH) Mechanics (TECH) Melee Weapons (DEX) Melee Evade (DEX) Mimicry (PRE) Navigation (INT) Oratory (PRE) Perception (INT) Persuasion (PRE) Pilot: Civilian Aircraft (DEX) Pilot: Powerloader (DEX) Professional (INT) Ranged Evade (DEX) Research (INT) Riding (DEX) Science (INT) LIFE SKILLS Acrobatics (DEX) Acting (PRE) Animal Handler (INT) Athletics (DEX) Bribery (PRE) Bugging (TECH) Bureaucratic (PRE) Business (INT) Climbing (STR) Computer Programming (INT) Concealment (INT) Concentration (WILL) Contortionist (DEX) Conversation (PRE) Cooking (INT) Criminology (TECH) Cryptography (INT) Dancing (DEX) Deduction (INT) Disguise (TECH) . Interceptor) (TECH) Engineer: Synthetic (TECH) Engineer: Starship (TECH) Heavy Weapons (RPG.RANKS NON COMMISIONED Sergeant Staff Sergeant Gunnery Sergeant First Sergeant Master Sergeant Sergeant Major Master Gunnery Sergeant Sgt.

Not firing. CAP: The distnguising feature of the tip of a grenade. COLONIAL MARINE LIGHT FIREPOWER ______________ VP 70 M4A3 ATM-2 Medina ATM-1 Sabot-Pistol Basic Stunner WA RANGE DC 0 0 +1 +3 0 50 m 100 m 200 m 80 m 25 m 3 3 3 2 8 <STUN> ROF SHOTS EV COST 2 2 2 3 1 11 12 16 16 6 0 0 0 0 0 400 400 900 800 400 . Refer to autofire rules in FUZION. RANGE: Max range of the weapon in meters. ROF: The Maximum firing rate of the weapon. TARGET: What the weapon can fire at. DEPLOYMENT: The procedure to deploy the weapon on the battlefield.Driving: Bike (REF) Driving: Automobile (REF) Education (INT) Electronics (TECH) Expert (INT) First Aid (TECH) Firearms (REF) Forensic Medicine (TECH) Forgery (TECH) Gambling (TECH) Hacking (TECH) Hand to Hand (REF) Hand to Hand Evade (DEX) High Society (PRE) Interrogation (PRE) Security Systems (TECH) Seduction (PRE) Shadowing (INT) Sleight of Hand (REF) Stealth (DEX) Streetwise (PRE) Survival (INT) Surveillance (INT) Teacher (PRE) Tracking (INT) Trading (PRE) Ventriloquist (PRE) Wardrobe and Style (PRE) Zero-Gravity Maneuvering (DEX) WEAPONS WA: The modifier when shooting. Anti-missile is a special rule. Tell the GM how many rounds the PC is firing before rolling. SHOTS: All the rounds in the clip of the weapon. CLASS: What type of Hardpoint can this weapon load into and whether or not it is guided or not. DC: Damage Capacity. The standard ROF is a third of the number listed. 'Any' means any target except missile. COST: Black Market cost. The Smart Gun has special rules. BR: Blast Radius EV: The penalty to Dexterity for carrying the weapon. Also the weapons can be shot in smaller bursts.

2 M21A Shotgun L96 Sniper Rifle Duchamp Blaster M42A3 Light Rifle ATM-3 Shiva Mk. @: Guided (see below) . 1 ATM-4 Sabot-Stick *See Below WA RANGE DC -1 -1 +5* 0 -1 +3 -2 0 -1 0 900 100 3 800 900 50 2 500 500 700 900 600 7 7 7 6 6 8 6 8 5 ROF SHOTS EV 45 1 30 1 2 50 30 60 30 95-100 3 12 95-300 8 12 300 90 120 120 0 0 -1 0 0 -1 -1 0 0 0 COST 2 000 n/a 2 300 3 500 1 000 2 000 2 300 1 800 4 000 1 000 Grenade 1 COLONIAL MARINE HEAVY FIREPOWER ____________ M56A2 Smart gun M240A1 Flamethrower GC20 Plasma Rifle M-199 Mk2 Smart Gun ATM-5 Shiva Mk.2 M-23 "Thumper" WA 0 0 +2 / +3 0 -1 RANGE DC 7 6/6** 8 7 9 3-50 1000 1500 1500 50 ROF SHOTS EV COST 60 3 30 60 30 300 60 500 500 270 12 -1 0 -1 -2 -3 0 10 000 4 000 8 000 15 000 10 000 2 500 +1 / +2* 1500 Grenade 1 *See below **6 DC is automatically done next round if it hits the first round.COLONIAL MARINE MEDIUM FIREPOWER ______________ M41A1 Pulse Rifle PN 30mm Grenade Launcher M42A Scope Rifle M41AE2 Pulse Rifle Mk. COLONIAL MARINE ASSAULT FIREPOWER ____________ Plasma Cannon M5 RPG M78 PIG M83A2 SADAR@ SIM-118 Hornet@ ATM-1 Bolter M80 LP-Cannon WA RANGE DC ROF SHOTS EV COST TARGETS -2 0 0 +1 0 -1 -2 2 000 2 000 1000 1000 5 000 10 000 1 500 3 000 2k 3k 1k 4k 6k 4k 1k 3k ½ 1 1 1 1 1 1 1 20 1 30 1 3 1 20 9 0/15 000 5* -1 -1 -1 0** -1 -3 -2 2 000 7 000 4 000 8 000 4 000 4 000 5 000 Any Any Any Ground only Ground only Air only Any Any M112 HIMAT***@ +1 *: -5 if not on a tripod **Cannot be fired unless deployed ***Can be linked with other units. Automated (see below).

@: Guided (see below) MINES _____________ Nuclear Failsafe M760 Antipersonnel M862 anti-armor M5A3 Bounding M20 Claymore mine BR 1km 2m 3m 2m 3m DC SHOTS COST DEPLOYMENT SPECIAL 40k 1 9 10 9 10 1 1 1 1 1500000 Personnel 900 1200 1 000 1 000 Air / Armor Air / Armor Infantry Infantry See Below None ½ Armor Can be linked Remote det. GRENADES _______________ M40 High-Explosive Fragmentary* M38 HEAP M108 Canister (Buckshot) M230 Baton (Rare in USCM) CAP DC_ BR USE Red 9 3m Anti-personnel Anti-tank Small-Charge Close-in Fighting Civil Disturbances Green 13 (1k) 1m 10 1m 0 Black 9 N/A SPECIAL ½ Armor double dam stun COST 100 250 120 70 20 50 M51A Bounding Fragmentary Blue 10stun 0 M60 Phosphorous* Incendiary White 0 M72A1 Starshell* "S" on 0 top 15m Smoke Screen 10m Flare 45 seconds. See below) ___________ UA 571-C Sentry UA 571-D Sentry UA 571-F Sentry LIM-417 Phalanx @ HIM-122 Lancer@ HIM-78 Sprint@ WA RANGE DC +1 +1 0 0 +1 0 800 1 200 100 80 000 120 000 540 000 7 8 4k 5k 6k ROF SHOTS COST TARGETS 55 45 1 1 500 500 30 6 4 60 000 70 000 Any Any Grenade 3 65 000 Any 120 000 Air only 240 000 Air only 350 000 Air & Space only 1/10* 1 *: One Missile breaks into 10 and can assign different targets for each missile. All can be linked with other units. 50. Automated (see below). The detonator can be set to a 6 or 12 second fuse.000 70 candles *: Can be thrown. .COLONIAL MARINE MISCELANEOUS FIREPOWER (These are weapon systems.

Guided Unique. **This is the weapon one spacecraft laser turrets.5k) 10 (.½ Armor *These weapons are found in pairs on the M577 Turret. Any. 16 Banshee M451 Mk. 16 Banshee M18 -2 -2 -2 -2 0 0 0 Mk. Missile 120 000 2m 350 000 3m 50 000 25mm Gargoyle Gattling 0 11(.5k 1k 1 3 1 1550000 40m Any. 16 Banshee M598 Mk. COLONIAL MARINE ARMOR FIREPOWER ________________ WA RANGE DC_ ROF SHOTS BR COST TARGET Tri-Barrled Particle Beam 20mm Gattling Cannon Phased Plasma Cannon* Free-Electron Laser* 0 0 -1 +2 2 000 1 000 4 000 3 000 3 000 10 (. Guided Unique. 10 Zeus NIC-79 Captor STG Ballistic +3 +1 +1 0 60 000 70 000 24 000 120 000 12 000 12 000 12 000 12 000 7 000 2 000 85 000 450 000 1k 5k 5k 7k 2k 4k 3k 1k 1k n/a 8m 0 n/a 4m 3m 1m 6m 1m 70 000 Missiles Unique. ½ armor 150mm 150mm ½ armor 150mm. Guided 150mm 150mm 150mm. Destroying the ship means the ship shuts down…see below. . 10m Any 80 MW Infrared Laser** 0 *: NO real damage--20k of sufficient electronic damage. Guided 120 000 Ground 150 000 Air / Space 450 000 Space 10 000 15 000 13 000 12 000 5 000 10 000 Any Any Any Any Any Any Mk. 88 120mm SGW 0 1. 16 Banshee M597 Mk. Guided Unique. Missile Any.7k) 20 14 (1k) 12 10k* 1.COLONIAL MARINE AEROSPACE FIREPOWER MISSILES _______________ WA RANGE DC BR COST TARGET CLASS/SPECIAL AGM-204A TSAM AGM-220C Hellhound AIM-90E Headlock XIM-28A Long Lance Mk.5k 6 30 ½ ½ ½ 300 1700 500 200 100 0 0 2m 0 1m 75 000 65 000 50 000 65 000 Any. Ground Ground Any Charged Particle Beam* +1 100 000 Any.5k) 14 (1k) 14 (1k) 1. Guided Unique.5k 2m 10k n/a 550 000 Space 20k 200m 950 000 Any CANNONS _______________ 30mm Railcannon 800 MV Particle Beam Orbital minefield WA RANGE DC 13000 100 000 250 000 30 000 0 0 -3 n/a ROF SHOTS COST BR TARGET 300 100 n/a n/a 1 75 000 0 Any. Guided Unique.

This is done by direct fire or by acid spray.062 (16 per point) 0.34 (3 per point) 0. SPD OF WEAPONS: What follows is how much damage a weapon can take before being rendered inoperable. Originally created from . Weapons not listed below cannot be placed and are permanent mount are craft. Weapons on a craft of the same type can be linked to fire at the same target. Any number in each Hardpoint can fire.34 (3 per point) 0. Each reload has the number of shots equal to the weapon's regular capacity. With the exception of the RPG. or “Air” Targeting capacity. Reloads for Spacecraft does not technically exsist since all the ammunition is linked to the weapon so the maximum ammunition is listed already. WEAPON AGM-204A TSAM AIM-90E Headlock Mk. the GM may consider loading up a ship by taking up one Cargo slot for two full reloads of a weapon.062 (16 per point) 1 1 0. weapons with one shot are disposable.HARDPOINTS: Hardpoints are areas where weapons can be placed. However. 88 120mm SGW 30mm Railcannon Tri-Barrled Particle Beam Phased Plasma Cannon Charged Particle Beam SPACE 0. WEAPON TYPE Marine Light Firepower Marine Heavy Firepower Marine Miscellaneous Firepower Grenades Marine Aerospace Firepower (Cannons) SPD WEAPON TYPE 10 30 35 5 2k Marine Medium Firepower Marine Assault Firepower Mines Marine Aerospace Firepower (Missiles) Marine Armor Firepower SPD 20 35 20 1k 3k DESCRIPTIONS (Not all weapons are described): COLONIAL MARINE LIGHT FIREPOWER VP 70 PISTOL: The VP 70 'PREDATOR' by Ventrel is a 9mm semi automatic sidearm crafted entirely of composite materials making it light. No “Space” can be used. You cannot have missiles and laser in the same Hardpoint but can have different types of missiles in one area. rugged and dependable.5 AMMUNITION: A full clip of a weapon costs %10 of original cost. Dumbfire missiles (unguided) can fire one to the maximum in the Hardpoint. 16 Banshee Mk. All weapons in a Hardpoint are automatically linked. Each area must be of the same weapon class. Two different weapons may be held (one reload each weapon for one slot) but one full slot will be occupied regardless if totally full or not. Armor (Tank) weapons are too heavy to be placed on Aerospace craft. Guided missiles fire normally since they are not aimed.062 (16 per point) 1 1 0. Aerospace craft can be mounted on Armor vehicles if the weapon as a “Ground”.25 1 0. Each missile is considered 1 ROF. “Any”. 10 Zeus 25mm Gargoyle Gattling 80 MW Infrared Laser 20mm Gattling Cannon Free-Electron Lasers SPACE 0. However. Missiles are the exception. Other can be placed anywhere.5 0.5 0.5 WEAPON AGM-220C Hellhound XIM-28A Long Lance Mk. The PREDATOR project was started over 30 years ago by Ventrel to create a firearm for the modern soldier. Firing all 16 150mm rockets in a Hardpoint has a 16ROF.

low powered 9mm Parabellum round. M4A3 SERVICE SIDEARM: The M3A3. The trigger is a double action mechanism that requires substantial pressure when first pulled back. Single and burst fire is available when this unit is attached. with its older variants. This safety-in-trigger design negates the need for any additional safety catch. Use: Since the VP70 uses the inherently accurate. new. The optional shoulder stock latches into grooves on the back of the pistol's receiver and butt. It is also used as a good backup weapon in the CMC.95 kg. this has been reduced to 6. The VP 70 contains an insulated magazine that will prevent ammunition 'cook off' at temperatures up to 500 degrees. The working mechanism is made of steel alloy with some plastic parts and the outer casing is machined from lightweight alloys. the VP70 fires with a standard blowback mechanism linked to a unique trigger configuration. It is a 9mm automatic. The PREDATOR holds 11 rounds of 9mm ammunition with 1 in the chamber. With a safety latch built into the trigger and a concealed hammer. it proves to be an easily controlled pistol when fired. The cartridge is a 9mm ball rimless straight round with a bullet weight of 126 grain. The simplicity of the VP70's firing mechanism is one of its most notable features. directable fire. and even in three round burst mode the pistol provides surprisingly accurate. the VP 70 has an extremely low chance of jamming or misfiring. and accepts both Military combat effective munitions and civilian shells. accurate weapon in the harshest conditions. providing an even more reliable and more compact sidearm. Range is increased by the accuracy of the round. lighter. The VP 70 can fire after 72 hours at 700 degrees and a combined weight of 7 atmospheres. If this pressure is continued. It uses the same small Sabot rounds used in Sabot Sticks. stronger plastics and alloys have gone into the pistol's parts. including a full 12 round magazine weighs no more than 0. The main feature of the PREDATOR is the simplicity.150 separate parts. recoil operated. even under high levels of heat and pressure. ATM-1 SABOT-PISTOL (TL2): Alphatech’s cheap and small Sabot pistol is a holdout weapon used by police groups as a standard side arm. has been the USCM standard sidearm for the past sixty years. . ATM-2 MEDINA (TL2): The Medina is a zerorecoil shell weapon designed for CMC units in zero-gravity environments. the VP70 has undergone little in the way of substantive change. resulting in an extremely reliable. magazine fed hand weapon. Alphatech designed it for the military but found demand in the CMC who needed more weaponry in the hostile dangers of space. In the years since the introduction of the original design. the trigger bar slips from a springloaded firing pin to fire the chambered round. The entire weapon. More commonly. When carried as a conventional weapon.

which over the last decade has become the basic rifle of the US Colonial Marines and the US Army. with the 'in-line' stock extended for greater stability during automatic fire from the shoulder. Sighting is made down a groove in the carrying handle. or full automatic fire. The M41 fires the standard US M309 10mm x 24 round. This display can be dimmed for night operations. the latter allowing a rate of fire up to the weapons cyclic rate of 900 rounds per minute. exploding just after impact to inflict lethal internal damage. generating muzzle velocities on the order of 840 meters per second. The internal mechanism. Layout is conventional. in practice the clips are only filled to 95% capacity in order to reduce the autoloader's tendency to jam. temperature resistant plastics.COLONIAL MARINE MEDIUM FIREPOWER M41A1 PULSE RIFLE: The Armat M41A is a 10mm pulse-action air-cooled automatic assault rifle. This assembly is recoil dampened to reduce the effects of muzzle climb during burst and full automatic fire. From the thumb selector. controlled directly from the trigger. . The standard service variant has an over-and-under configuration incorporating a PN 30mm pump-action grenade launcher. A 3x power AN/RVS-52 CCD television sight can be optionally fitted to the carrying handle for accuracy at great range and under low-light conditions. Lightweight and rugged. is mounted on free-floating rails within a carbon-filter jacket. Terminal ballistic characteristics have been optimized for maximum lethality against infantry wearing personal armor. The M41 uses electronic pulse action to fire. with an adjustable tangent leaf backsight positioned in the rear slot. The round is steel-jacketed and explosive tipped. The round is designed to penetrate the armor. The standard M41 ammunition clip will hold up to 100 M309 rounds in a 'U' bend conveyor that feeds the rounds mechanically into the rotating breech mechanism. with impact fusing that is preset during manufacture. The propellant content is small but highly efficient. the weapon can be set to four-round bursts. An LED display situated just below the receiver indicates the ammo remaining in the clip.000 rounds and can be recharged either from a rifle rack or a portable power clip. including the rotating breech. This ammunition comprises a 210 grain projectile embedded within a rectangular caseless propellant block of Nitramine 50. However. The outer casing is made from titanium aluminide alloy and many internal parts are molded from highimpact. A Lithium battery in the carrying handle provides electrical power for the gun’s motor mechanism. This battery is good for 10. the M41 is constructed largely from ultra-light alloy precision metal stampings. and a spring loaded retractable stock allows the rifle to be used either in carbine format (with stock retracted) or as a rifle.

though it has an effective range well under 2. The internal mechanism of the M42 is designed to have a high degree of commonality with the M41 using the same rotating breech and feed . The barrel is free-floating with a right-handed twist and is contained within a protective shroud and receiver housing. ground radar. The factory standard M250 smart gun round can be used with no adaptation. with an effective range of 3. . Fusing for the M250/M252 ammunition is controlled from a separate selector switch. yet easy to disassemble and apparently able to connect the rifle into the local sentry gun matrix. the Scope rifle adds +2.though it is chambered for the match-standard 10mm x 28 caseless round such as in the M56. This rifle is a key component of battalion operations. A combined.exact details of which are classified . lidar and IR sensors may all be linked into the rifle. The solid state electronics are hardened against TREE and background radiation. A long-range stabilized ball round is also available.950 meters.The M41 is a robust weapon. the scope display shows a composite image based on visual. fully sealed against corrosion.800 meters. However. Optional L clip contains 300 rounds. Motion trackers. behind the thumbhole of the pistol grip. multi-spectral twenty power passive sensor scope is mounted over the receiver. The match-standard batched M252 HEAP round has a maximum effective range of 2. and the weapon is perfectly usable in a vacuum environment. the optical PARGET control system . M41AE2 (TL2): The M41AE2 is built on the same basis as the M41A1but with and a slightly lower ROF. allowing the Scout-Sniper to redirect sentry gun firing arcs when in hot contact. Ammunition feed is from a 15 round Match Rounds magazine inserted beneath the stock of the rifle.000 meters. infrared and electromagnetic emissions. subject to local terrain. Instead of adding +1 for every additional round. furthermore. it's long range and precision extending the tactical zone of control by up to a kilometer or more. it is not sufficiently stabilized or recoil dampened for use in free-fall combat operations M42A SCOPE RIFLE: The M42A is a 10mm pulse action semi-automatic rifle employed as the primary sniper weapon of the USCMC. though it is normally held for use in a battalion controlled pool of up to four Scout-Snipers. dirt and moisture. The rifle is issued on a scale of one per company. The scope display can be augmented by input from the local sensor matrix via a digital comms broadcast or direct optic cable link.

however. while the trigger is made also from the tempered steel.M21A COMBAT SHOTGUN: The shotgun has a length from the barrel to the stock is about three and half to four feet long. It has an unusual set-up. there's a stainless steel fork that is located underneath the pumpaction barrel. Well designed and built with a very nice stock . a thumbhole design. The maximum range for a "sawed off shotgun" would be approximately 2 and a half feet. a muzzle break). and feed it right in. a heavy bull barrel (newest). during the Vietnam war. I was supposed to test fire one of these rifles.2 Pulse Rifle. The action is both glued and screwed to this sub-chassis. All in all a very nice and accurate rifle. Piss poor at distance. The shotgun is made out of tempered steel that is molded to become the top and lower barrel. the company is very reluctant to send any rifle to individuals. the regular L96A1 (iron sight. DUCHAMP BLASTER (TL2): 500 round MAG with two in-board clips. in 308). Medium Recoil. no muzzle break. It is a very accurate rifle. they like to deal with agencies. the L96 beat the Parker & Hale M85. The servicing cost of the M42 is so low. the stock is of two piece design and the two pieces bolt onto a subchassis. L96 SNIPER RIFLE: The L96A1 is made by a firm called Accuracy International. typical groups are sub 1/2 MOA at 100 yds and just over that at 200 yds. In sniper try-outs. There is also a silenced model with full length silencer.The syntech stock has very nice lines. an anti-terrorist model (long barrel. governments and such. The result is a hardly used heavy rifle that was scrapped by the CMC in favor of the M41AE2 Mk. the weapon became the . This weapon is lighter. To be used in jungle combat. The Duchamp still found use from civilian groups and budget minded corporations. There. no iron sight. The shotgun is really easy to load. The rifle was built under supervision of a top UK rifle shooter. the soldiers had modified them so that they would be about two and half feet long. it has adjustable length of pull (done with spacers). The barrel is SS and there are few variants of the rifle. However. M42A3 LIGHT RIFLE: The M42A3 is a smaller variant of the M41 Pulse Rifle. easier to use and more robust. the fork closes and from there. which would make the total ammunition count to four total rounds (Modifications were made on these weapons so they could take more than three rounds. hence front post. The wood for the pistol grip and the hand pump are both hardened and weather proofed so to avoid rotting and getting moldy. The Duchamp was an attempt to scale up the existing Pulse Rifle design. you can hold up to three shells plus one in the barrel. Sometimes four to five shells were in the shotgun tube). you would put the shell up at a slight angle. they would prove to be one of the most versatile weapons used. And then when you are done putting the shell into the weapon.

Cyclic rate is around 1200 rounds per minute. After their tenth’s clip change. stop firing for one round or fire shorter. Light armor urban squads and jungle militias often use the M42A3 in replacement of the heavier M41A. built by Alphatech were originally developed for their own forces but found use in most of the Outer Veil colonies as a heavy weapon to compete with M41A Pulse Rifle.Rifle of choice for colonies in the outer veil as well as deep space CMC scouts. It has a simple firing mechanism and a simple design. though some interior parts of the mechanism are made from plastic. ATM-3 SHIVA Mk. The pulse-action system employs a free-floating recoil-dampened rotating breech mechanism chambered for the M250 series 10mm x 28 caseless round. 1 (TL3): The two Shiva designs. the massive heat buildup has caused the firing mechanism to fuse. The Deep Space CMC forces have been found using these weapons since supply runs to the Periphery are uncommon. The stop this. Ever subsequent round of firing (after the first one) more than ½ the weapon’s ROF invokes a –1 penalty to hit. controlled bursts. The replaceable . COLONIAL MARINE HEAVY FIREPOWER M56A2 SMART GUN: The M56A2 is a 10mm general-purpose automatic squad support weapon. ATM-4 SABO-STICK (TL2): The single cheapest rifle in Alphatech’s arsenal is the basic Sabot Stick. The Shiva is a two handed weapon with two individual handgrips. the gun also incorporates a muzzle booster to ensure the necessary operating forces from the large round. It uses larger Sabot rounds found in the Sabot stick and the Sabot pistol. effective out to 1500 meters. making it inoperable. The only real problem with both Shiva models is their heavy recoils. Sticks are considered disposable rifles. The gun is constructed largely from molded carbon-fiber and light alloy stampings. The only major problem is that it tends to overheat.

The 'Super' setting is optimized against soft targets and will detonate the round on impact. fuel droplets from the Flamethrower will stick and continue to burn for approximately thirty seconds. good for up to 50. the next round increases to +2. and automatically loads each round off the belt and into the breech. All targets receive have the bonus. Blind fire gives no bonus. it will continue doing –1d damage after until it fizzles itself out. Higher powered that the M309 round for the pulse rifle. the reservoir can be screwed off and refilled or replaced separately. ultra-thickened napthal fuel as a base and ignited by the nozzle burner. another +1 until the target is destroyed. it will continue to burn every next round for full damage for 2D6 turns. the M240 is undoubtedly one of the most fearsome weapons in the Marine inventory. the manual cocking handle at the side can be pulled to eject the round and clear the breech. Every subsequent round past it adds. All materials considered combustible will not reduce damage until it is destroyed. This can be applied when spreading the shots over multiple targets. common practice in the field is to let the battery hand free beneath the gun. The M250 ammunition is stored on a roll of continuous plastic non-disintegrating link belt in the ammunition drum. Once a target has been hit. where it is easily accessed in an emergency. the gun is self-steering on the mount. It will then burn itself out. The M240 is 88cm long and weighs 2. though firing must be commanded manually. If still not extinguished. The system is mounted on an operator's harness and slaved to an infrared tracking system. It is also ideal for use against fortifications because of the ability of the flame to be directed through defensive apertures. The first +1 to hit is automatic. and also because of the tendency of the fuel reservoir to rupture violently when hit by shrapnel or small arms fire.000 rounds when fully charged. Damage is immediately done again next round. while the 'Delay' setting explodes the shell only after penetrating the target armor. partly because of its short range. The stabilized articulation arm is attached to the left hip mounting and plugged in via coaxial cable to the processor and power outlets in the breastplate.barrel system is air-cooled. which is set electronically as the round is loaded into the chamber. firing the flame unit up at an angle of about 45 degrees – the . In the event of a jam.5 cm. A switch on the hand grip is used to select the ammunition fusing. Power for the entire gun system is supplied by standard DV9 Lithium battery units. Both ends of the DV9 unit are plugged into the power leads that run from the articulation arm to the gun. the gun tracker is jacked into the process by a universal connector. A valve at the rear of the incinerator is used to refuel the weapon. the entire gun assembly masses 17. A twist-valve on the Flamethrower regulates the fuel flow and a thumb switch on the handgrip electrically ignites the nozzle burner when depressed. and will continue firing until the trigger is released. carbon-format Flamethrower designed for use in close combat at the squad and firearm level. Using pressurized. The M250 10mm x 28 ammunition is a 230 grain caseless projectile encased in a rectangular block of Nitramine. The range of the M240 can be increased by making a high angle show.82 kg. However. and the gun itself must be powered up before the weapon is loaded.7 kg with a full reservoir. the M240 can shoot flame at targets up to 30 meters away. This procedure can also be used to manually charge the mechanism. The gun motor drives the feed mechanism as well as the rotating breech. the M250 also significantly differs in having a selectable fuse setting. The length of the gun itself is 122 cm. The weapon is fired by squeezing the handgrip trigger. and has proven especially useful in close combat and against the Xenomorph. With sufficient fuel in a standard fuel reservoir for a burst of up o twenty seconds. The gun itself is clipped and secured to the end of the arm. If not extinguished. it is unpopular with many of its operators. alternatively. and the length of the barrel is 54. which can be reloaded in the field. If struck. though a heat-sink attachment can be jacketed onto it. If the target is not destroyed. M240A1 FLAMETHROWER: The M240A1 is a lightweight. The operator plugs this HMS (head mounted sight) into the tracking and comms system in the armor.

the Shiva popped up now and then. the Shiva Mk2 appeared again as a standard weapon for heavier unit. it is a better shot. The three-barreled weapon is ivory white with very few additional features. Like the original design. GC-20 PLASMA RIFLE (TL3): Grant Corp developed several plasma weapon designs based on the heavy firepower of the PIG and the heavy turrets on the M577 APC. more advanced computer system. 2 (TL2): The M-199 modified the existing Smart gun design almost from the ground up. Most prefer the less clumsy original design. The massive weight of the weapon made common deployment difficult. standard rifle features often found are missing including ergonomic handgrips. 2 has a +2 bonus with an additional +1 next round after than. In this way shots can be made up to a range of 50 meters.burning fuel then descends onto the target in an arc. the preferred weapon of choice for stronger soldiers since it can be used as an “autofire” weapon. M-199 SMART GUN Mk. The almost featureless weapon perfectly matches the Acid Resistant Combat Wardrobe for which the weapon was primarily designed for. the shots can be dispersed among a group. Although heavier. When Offensive synthetics designed to combat the xenomorph threat appeared in TL4. and even a shoulder guard. To keep cost down. The GC-20 is almost unrecognizable in comparison to existing weapon designs. a magazine counter. . When synthetics were banned from an active offensive rule and reduced to support only. the Shiva became a rarity. The three barrels allowed the GC-20 to have high cyclic rate and keep the internal heat down. The rifle is over a foot shorter. as a heavy weapon used primarily for military synthetics. The ammo drum was moved under the weapon and the strength of the harness was increased. and has been converted into a gattling weapon. 2 (TL2): The Massive Mk. The Mk. The M-199 was a valuable weapon used by Beserker teams because it increased the firepower of a regular heavy gunners. even though the armor itself would be released later (R&D on the acid resistance proved more difficult than designing a hand held plasma weapon. originally. though it is far less effective then direct fire in penetrating an armored firing slit or aperture. making it available to general infantry without penalty. However. 2 Shiva was designed. Still found on occasion. ATM-5 SHIVA Mk. Blind fire gives no bonus. They created the GC-20 and its heavier Cannon cousin. the increased size of the weapon led to a larger .

the weapon has a –3 to hit anything. Both guns can be wired into a remote user.000 m. it has proven popular and effective for use in it's secondary role against infantry in bunkers and building strongpoints. however. requiring a STR of 8 to a least use. inside of which is an aluminum launch tube containing the missile and guidance electronics. If carried off its tripod. The fastdischarge system powering the gun's laser and magnetic coil is fed from a 4 mW hydrogen fuel cell in the power pack. trigger mechanism and 4x power telescopic sight. M78 PHASED PLASMA INFANTRY GUN: The M78 PIG (Phased-plasma Infantry Gun) is a man-portable anti-armor weapon. 360 degrees around and 60 degrees up with no effort from the user. Weighting 15. The weapons six second recharge rate is a major hindrance. the rocket's launcher is discarded after firing. but the size of the cannon prevented this unless the entire chassis was reconstructed. The gun pivots and tilts effortlessly on its axis. guides itself toward the target. Usually. a fire-andforget weapon. and it is claimed to be able to breach the flank armor of a heavy tank at 1. Still. Fully disposable. The firing cycle takes 3 seconds. The penetrating power of the system is considerable. The large weapon is capable for taking down aircraft. The M78 is a 15 mW phased plasma system firing vaporized Cadmium Telluride pellets from a 30 round feed. The CMC operates few. Though the rocket's warhead has little chance against medium and heavy tank armor.COLONIAL MARINE ASSAULT FIREPOWER GC-10 PLASMA CANNON (TL3): Grant Corp’s larger Plasma weapon made before the final release of the GC-20. The rounds are carried separately and hand-loaded into the launch tube. the system has an accurate range of approximately 400 m and a maximum range of around 2. the weapon is still the largest reusable infantry weapon available. preferring to use their lighter Phased Plasma Infantry Gun. the weapon is wired into a link system with another cannon. The weapon is cocked by unlatching the forward ring of the blast tube and pulling .3 kg. Still. The launcher consists of a 140 cm steel alloy tube weighing 2. and incinerating whole squads. M83A2 SADAR: The M83A2 SADAR (Shoulder-launched Active-homing Disposable Anti-tank Rocket) is a lightweight one-shot anti-armor weapon capable of engaging enemy vehicles at ranges up to 1. the SADAR system consists of a watertight carbon-fiber composite blast tube. Sighted visually. The project originally was to create an automated system like the Sentry gun.000 meters. whilst the rocket.2 kg in its entirety.000 m. the weapon is heavy and cumbersome. The automatic systems were dropped in exchange for basic hydraulic control. safely behind cover and fire both guns alternatively. The designers took a stock Sentry Gun chassis and removed al the mechanical and computer components.2 kg round is a 60 mm hypervelocity spinstabilized rocket with an impact-fused supercritical HEAT warhead. with a rear backblast vent incorporating backblast diffusers. When stowed. puncturing tank armor. most of which is taken up by the powering up of the discharge generator. M5 ROCKET PROPELLED GRENADE: The M5 rocket propelled grenade system is a small reloadable shoulder-launched weapon. the PIG consists of two parts: the gun and its power pack. Each 2.

ATTACKS: 4 AUTOMATIC SKILL: 9 M112 HIMAT: The Hypervelocity Intelligent Missile. radar and robot sentries. infrared scanners. If a target is identified. the system will flash a ‘Target Lock’ indicator to the operator who can authorize a weapon’s launch or. the APS-100 will work through its target identification protocols until it is sure it has lock-on to an enemy and then automatically launched one of more missiles. A trigger assembly and thermal acquisition sight are then flipped into position. depending on deployment. The SADAR is guided and all rules to it apply. The M83A2 version is capable of identifying defensive countermeasures such as decoy flares and has improved logic to aid in rejecting them. A no-frills hypervelocity missile. ATTACKS: 2 AUTOMATIC SKILL: 8 SIM-118 HORNET: A shoulder launched man-portable SAM (Surface to Air Missile) capable of an all aspect engagement of targets up to 10 km. a further IFF interrogation. the SADAR rocket accelerates to maximum velocity. ATTACKS: 2 AUTOMATIC SKILL: 8 . The Hornet is guided and all rules to it apply. As the rocket approaches the target. an 800 Gb intelligent system which imports data from the local sensor matrix. and if it positively identifies a target it will lock-on with one or more missiles under its command and prepare to launch. For defensive deployment. In both cases. If set to Command mode. the Hornet has no warhead. The bipod can be set to launch the round horizontally or at increasing angles up until the vertical. including motion trackers. The APS-200 unit analyzes the sensor data. The HIMAT is guided and all rules to it apply. The core element of the system is a 11. The versatility of the system allows the field commander many options for its deployment and use. relying on its high accuracy. The seeker remains charged for twenty minutes. the APS-100 is connected to the terminal of an operator who constantly monitors the Anti-Tank defense plan for the area. the operator can lock the seeker's field of view. the guidance system selects the hottest part of the target and flies and attack profile the offers optimum penetration. When a target enters the acquisition sight. the weapon can be launched at it. the system can be set for either ‘Command’ ‘Autonomous’ configuration. It can be fired manually so it is not classes as a system. From this point the weapon can be sighted and fired from the shoulder. Anti-Tank is a man portable battlefield ‘brilliant’ weapon with a range of over 5 000 m. and the kinetic energy of its impact to destroy the target.the inner launch tube forwards until it locks. it will typically climb briefly before diving on the target's thinner upper surfaces. The shaped-charge HEAT warhead is capable of defeating most light and medium armor. When launched. The millimeter-wave seeker is capable of acquiring as well as tracking targets. allowing the infantryman to fire at craft beyond the range of his vision or obscured by cloud. lider. after which the rocket may only be fired unguided. When the charge button is pressed. Fire control for the M112 varies according to mission. and the weapon activated by pushing a charge button on the trigger grip. Against a tank. If enables for Autonomous mode. one or more launchers are connected by cable to an APS-100 Fire Controller. if the exact identity of the target is unsure. It is also possible to datalink the Fire Control unit into higher-level assets such as surveillance drones or artillery Forward Observers. The M83 acquires and tracks targets with a cooled infrared imaging seeker mounted in the rocket's nose.3 kg single-round self-contained disposable launcher is a carbon-fiber composite tube containing the HIMAT round and RTM ports for the fire control system. the inert IR seeker is cooled to it's operating temperature within two seconds and begins feeding images to the operator's thermal acquisition sight.

the sentry unit will be set for multispectral mode. sensors. The original came back at TL4 when Combat Synthetics met wide release. Its average weight is 19. When the timer runs out. They are automated and must use their skills to fire. Forcing its removal causes it detonation within one minute. The fact that it has a clip made the weapon popular for field units who didn’t need to the constantly reload the weapon in a pinch. M80 LP-CANNON: This long range. and a 500 round ammunition drum. optical. The sentry unit may specifically be set to monitor targets in infrared or optical depending on the profile of the target. The M80 is a clip fed railcannon with a built in-power source. This variant found wide use in heavy armor units. battery pack. data is transmitted from the sentry's sensor suite (infrared. the Nuke instantly kills everything in a 500m radius and deal out 40k to everything 500m past that. Access to the system by a marine proficient in sentry gun maintenance is aided by a microwave datalink connected to a remote command console. The kickback was enough to knock smaller people off their feet. Here. UA 571 REMOTE SENTRY WEAPON SYSTEM: The robot sentry unit is primarily used as an automatic perimeter defense system. shoulder cannon found use with heavy soldiers to accentuate armor units. NUCLEAR FAILSAFE MINE (TL4): The NFM is a weapon specifically designed for Beserker teams as a last ditch effort to wipe out the Hive if they fail to clear out the infestation. Once the unit is placed into position. It cannot be accidentally set off. It is magnetically or gravitically attached to an area just inside the Hive and set to a timer up to 12 hours. it can be set to cover an entire range of 360 degrees.ATM-1 BOLTER (TL2): The Bolter is another heavy weapon by Alphatech designed primarily for combat synthetics that didn’t see wide release until TL4. For the most comprehensive target profile. It accelerates a needle-shaped flechette past Mach.6 Kg and can be assembled within 150 seconds. In particular.remote.correlated by system software. Only the right code can disarm the mine. and motion) and is then cross . Major components of the UA 571 include a snap open tripod mounting. . Ever 100 m past that does half damage. most couldn’t even use it. all targets within the range of the 60 degree sensor cone will be interrogated. targets with thermal or visual profiles respectively. The weapon was so large. Some were modified by Alphatech and the CMC with a tripod unit to ease the firing recoil. If the sentry unit is set for auto . They also require setup time. The LP-Cannon’s basic objective was to give infantry unit a heavy weapon to combat ground military without having to set up heavy missile systems. breech and barrel assembly. COLONIAL MARINE MISCELANEOS FIREPOWER NOTE: These systems can never be manually controlled.

to ensure the intercept.6 kg and can be assembled in under 150 seconds. and terminal phases of flight and uses active and passive seekers. AUTOMATIC SKILL: 10 . the weapon will open fire. sensor unit and 500 round ammunition drum. When the weapon fires. UV and jam-homing. using the M250 10 mm x 28 HEAP round. The suite. battery pack. multi-warhead missile designed to engage aerospace craft. In the terminal phase of flight. The major components consist of a snap-open tripod mounting. Its primary components consist of a servomechanism and -motor. the sentry's ammo "bores" right into its victim. So literally. officers. together with the tripod mounting boresights the sentry onto the target. a multistage. and troops are equipped with an Identification Friend Foe (IFF) transponder. Variants of the sentry unit include the UA 571-D that mounts a 20 wM HF laser cannon and the UA 571-F that mounts a 40 mm grenade launcher. sustain. the system may be set just to monitor these specific targets using infrared or optical. The mechanism's necessity lies in its ability to control large bursts of power by means of very small amounts of power. the IFF transponder has become an everyday part of the marine's communication gear. Both are currently employed by the USCMC. spacecraft and reentry vehicle constellations from medium altitude to the mesopause. The UA 571-C mounts a pulse action machine gun. Though. backed by mid-course update from the ground station. otherwise. Since the introduction of the UA 571-C. the system is usually set to multi-spectral mode. The weapon has a cyclic rate of 1100 rpm and is air cooled. ambient light optics. optical. and ultrasonic motion tracker and a lidar. A remote sentry unit weights 19. interlocking fields of fire on a narrow frontage. The number and grouping of rounds fired in a burst is dependent on the target profile. the system operator will choose whether or not to fire. aligned to cover a 60 degree cone in front of the weapon. with an automatic cutout preventing the loading of any more rounds into the breech should overheating cause a chance of ammunition explosion. the sentry is aided from resistance (moving backwards when firing). The servo-mechanism is a rather delicate device. Under the 'semiautomatic' mode. This weapon is guided. the transponder will relay a coded radio signal. the marine OR vehicle will be free to pass. and the multi-data kinetic penetrating warhead can be adjusted by the fusing mechanism into an optimum “swarm’ pattern prior to impact. which is a device that supplements a primary control operated by a comparatively weaker force (such as the servo-mechanism). This weapon is guided. IR. breech and barrel assembly. and ECCM capability. In this case the mechanism is the UA 571. Here. Once employed. the system may be set to sweep wide arcs up to 360 degrees though doctrine is to set several sentries to cover smaller. automatic servos in the tripod boresight the weapon on the target. it has its importance. including radar. the Lancer can assign each of its ten maneuvering warheads to engage a separate target. If the sentry unit reads are positive. so that the most economical use of ammunition is made. This active homing weapon employs a three-stage booster for the launch. The rounds fired in one burst depends on the target's profile so that the most economical use of ammo is used. The servos support the tripod to keep the sentry unit sturdy and in place when firing. ATTACKS: 2 each missile. it automatically corrects the performance of a mechanism. If a target’s visual or thermal profile is known. However. where the sentry’s software cross-correlates received data from the different sensors to obtain a full target profile. a long-range hypervelocity missile capable of engaging aerospace craft to the limits of the stratosphere. despite its delicacy. A servo suite aids the sentry unit upon the opening of fire. Apart from that. or a single target. A microwave datalink connects the sentry to a remote command console. An unjammable datalink with the ground launch tracking station ensures high accuracy. That is. Alongside the servo-mechanism is the -motor. AUTOMATIC SKILL: 10 LIM-417 PHALANX: The CMC primary SAM is the LIM-417 Phalanx. as in the case of a constellation attack. regardless of countermeasures. The sentry unit’s sensor array is mounted above the barrel. ATTACKS: 3 AUTOMATIC SKILL: 12 HIM-122 LANCER: Anti-ballistic missile defense is provided by the HIM-122 Lancer.' all USCMC vehicles. This sensing suite consists of a cooled infrared detector. a target's profile will be relayed back to the command console.To prevent the possibility of casualties by means of 'friendly fire. as in the case of a re-entering starship. When a marine is interrogated. The third-stage booster ensures the missile remains highly agile in the terminal phases of flight. The UA 571-C is a man-portable automatic perimeter defense system currently deployed by the US Army and Colonial Marines.

16 model has a high-impulse rocket motor. the Sprint ASAT payload can be inserted directly into its path. Small. It is designed to attack incoming missiles. ATTACKS: 1 AUTOMATIC SKILL: 10 AGM-220C HELLHOUND II: The Hellhound II is a multi-role tactical missile designed for use against point targets such as vehicles. The TSAM is guided but cannot be fired at. the Spirit comprises a two-stage booster designed to insert an ASAT missile with a kinetic warhead into orbit. early warning radars. M18: The M18 is an incendiary warhead intended for target marking and for use against buildings and light fortifications. after burnout. 16 150mm BANSHEE 70: The Banshee 70 system constitutes one of the most important unguided weapons in US service. The dual-seeker system combines a high-resolution millimeter-wave radar and infrared imager linked to a sophisticated 12 Mb processor which determines the missile's optimal attack profile and warhead fusing to ensure a kill. The TIAS target analysis system aboard the dropship will set the . the TSAM design trades off the loiter mode of most modern Threat Suppression Missiles for speed. the time from ignition to transfer to GSO is some 3 800 seconds. armor. blast-fragmentation warhead with a ‘smart’ fuse for use against a wide variety of targets. Range varies considerably with launch speed and altitude. In the Colonial Marines. jam-resistant radar and improved countermeasures refection logic to bring it in line with the 'F' version employed by the USASF. For an Earth-like world. A special feature of the HIM-78 is its low launch signature that improves the chance of first-strike surprise on an armed or maneuvering target. short ranged and lightweight. Against low orbiting targets. This is a guided weapon. and in flight sustained motor and a third-stage booster designed to accelerate the weapon during its terminal attack phase. The 'C' variant of the AGM-220 incorporates a new. It locks on automatically. The Tekell solid motor is a high impulse unit that will accelerate the missile to hyper velocity in less than two seconds. Each rocket is spin stabilized by a fluted exhaust nozzle and has three spring-mounted wrap-around fins at the rear. or one selected from an internal menu of potential targets. M451: The M451 is a 36kg High Explosive. in the second. The Mk. it is most commonly associated with the LAU190/A 16 tube launcher mounted on the UD-4 Cheyenne dropship. in order to eliminate a threat rapidly. Based around a greatly enlarged version of the Hellhound I airframe. buildings and bunkers. providing excellent stand-off range and accuracy in the air-to-surface role. The weapon can be launched in two different modes: in the first.HIM-78 SPRINT: The HIM-78 Sprint is a high speed ground launched space weapon designed to destroy spacecraft and satellites in near orbit. the weapon is directed to a grid reference where it then commences a search for a pre-designated target. SAM sites and AAA. or for a target of opportunity. the dropship Weapons Officer locks the missile's seeker onto a target before launch and provided he maintains the lock until the moment of launch the weapon will then be guided to that target. ATTACKS: 5 AUTOMATIC SKILL: 12 COLONIAL MARINE AEROSPACE FIREPOWER MISSILES AGM-204A TSAM: The TSAM (Threat Suppression Attack Missile) is a low-cost self-protection weapon designed to defend strikeships and dropships against airborne missiles. ATTACKS: 1 AUTOMATIC SKILL: 9 Mk. however a typical injection profile versus a geostationary target involves lofting the payload into a hohmann transfer orbit before completing a circularization burn into geostationary orbit (GSO). the missile employs a three-stage motor consisting of a launch boost engine. the missile coasts to the target. Usually launched in clusters in order to overwhelm any spaceship point defense. giving a burnout velocity in excess of 1800 m per second. though practical limits in an Earth-density atmosphere are 20 km at sea-level up to 60 km at high altitude.

The 'E' variant of the missile incorporates changes to the countermeasures software and enlarged aerodynamic surfaces to improve lift at high altitudes.2 kg shapedcharge warhead is positioned just behind. the ZEUS is now supplied with only two types of warhead: a smart fused antipersonnel fragmenting warhead and a smoke warhead for laying particulate smoke screens.2 g kinetic-penetrating darts capable of saturating an area the size of a football field. short ranged (under 1500m) weapon designed as a low-cost alternative to the Hellhound versus light armor and prepared positions such as hangars or gun emplacements. the Headlock missile accelerates to hyper velocity speeds after launch and then glides the remaining distance to the target. however. A small. the AIM-90's unique fusing system directs these flechettes into an optimum attack pattern upon release. M597: The M97 is a multi-dart warhead containing 17 incendiary flechettes designed to penetrate tank armor. AIM-90E HEADLOCK: The AIM-90E is a shortranged air-to-air missile optimized for dogfight engagements. After four seconds the first stage burns out and the missile coasts the rest of the way toward the target. Mk. Upon release from the launch bay. A simple weapon. The warhead consists of thirty four explosive darts that are released by the missile as it approaches the target. helicopters and VTOL platforms. Captor Missiles cannot survive entry in an atmosphere. It is so clumsy. The explosive capacity is directed forward. The Captor missile is designed to go against space targets only. To ensure a kill. field defenses and bunkers. The second stage ignites when the missile enters its terminal phase to provide the necessary burn to complete the intercept against the target. ATTACKS: 3 AUTOMATIC SKILL: 10 Mk. allowing for airbursts against soft targets or impact fusing against armor. With both M597 and M597 warheads.6 m Anti-Satellite Missile powered by a two-stage Lockmart LP-XII solid-rocket booster. and a 2. 10 70mm ZEUS: The Mk.once locked-up by the dropship. in its various forms. incinerating the rocket before it even impacts on its targets. he dropship TIAS will set the optimum distribution pattern of the darts the moment of launch. soft vehicles. 88 120mm SGW: The Mk. spin-stabilized rocket. 10 ZEUS is a 70mm unguided rocket system that has been the mainstay of USCM service for some sixty years. The blast is enough to go right through most craft. ATTACKS: 2 AUTOMATIC SKILL: 8 STG BALLISTIC MISSILE: The STGBM carries your standard Space-to-Ground nuclear warhead. M598: The M598 is a ‘beehive’ round for use against battlefield targets such as exposed personnel. and then causes fires within them. Hitting a smaller craft is a little like overkill. The SGW is a fire-and-forget weapon . the first-stage motor ignites and accelerates the missile away from the launching ship. smaller vessels can evade the explosive charge. 7. it comprises a rocket with a low-impulse motor steered by fold-out fins. Guidance is by an imaging infra-red seeker in the nose. dependent on the target's current aspect. XIM-28A LONG LANCE: The XIM-28A Long Lance ASAT missile is a 5. Everything in 100m from the point of impact is destroyed and everything past it from another . A coolant jet system in the tail helps mask the motor's infrared and UV signature when it burns. They are also guided. 88 is a 120mm.fuse at the moment of launch according to the target. Guided. the missile self-guides to the target. ATTACKS: 4 AUTOMATIC SKILL: 9 NIC-79 CAPTOR MISSILE: The NIC-79 is a low yield nuclear weapon with an almost microscopic sized payload. The warhead carries a load of approximately 4 800. depending on the primary target. Guided by a dual optical / active radar seeker.

800 MEGAVOLT TURBOALTERNATORPOWERED NEUTRAL PARTICLE BEAM: The 800 MeV Weapons are the primary beam weapons of the CMC Frigates. The 25mm "Gargoyle" has a Jullet cooling system running from the engines to cool the gun during use. The engineer of the victim ship can attempt to restore the systems every minute with a 25 skill that drops by 2 every additional minute (5 rounds). STG can be fired at any target but they are slug for maneuverability. but the outer ones can bend themselves in and strike the rear or midsection of the ship. However. The railguns work by accelerating a charged plasma to high velocities and using it to propel a kinetic round at the target.100m suffers 20k. Every additional shot after the ship shuts down extends the shut down by 1D6 hours and increases the difficulty by 2. are held rigid by alloy framed and stabilized by tiny thrusters. the damage is dealt normally. the front mines explode. ORBITAL MINEFIELD: An Orbital Minefield is dispensed out the rear and can be released in any number. “THUNDERHAWK” 30 mm RAILCANNON: Railgun launchers fire kinetic ammunition at velocities over 12 km per second. or disabling incoming missiles and fighter at ranges up to 30km. even though a second shot will sure spell doom (unless the target is the Razzia). STGs must use their skill. since a single hit from a railgun round is capable of causing catastrophic damage to a space target. Every 100m past that cuts that damage by half. and allows for greater air dominance and flexibility in missions. if “destroyed”. Instead. the organize themselves in a lattice fashion and actually construct their own defense network by connecting themselves with the other units. . rendering the ship dead. all electrical systems shut down. 80 MEGAWATT INFRARED LASER: Point defense for the large spacecraft used by the CMC is provided by a 80mW free-electron laser capable of vaporizing small targets such as railgun rounds. They are guided but cannot be aimed. They fire into the starship’s forward ‘cone’. Despite their high rate of fire. No weapons can fire. If the mine is struck on its own. ATTACKS: 5 AUTOMATIC SKILL: 7 CANNONS 25mm GARGOYLE GATTLING CANNON: This is the Fredrickson 25mm "Gargoyle" servo-slaved gattling anti-aircraft cannon. If the damage received is less than the total defense of the craft…the ship is untouched. One hit to another ship will cause 10k of damage but the ship won’t be damaged. and have a practical engagement range less than 100 km. they remain the most powerful close defense weapons in a starship’s inventory. which can stretch tens of kilometers across. these weapons are less accurate than beam weapon’s against maneuvering starships or missiles. each capable of disabling a target’s electronics and instrumentation at ranges up to 250 km. When deployed. They fire up to 30 rpm each and are fed from an autoloader. The systems will not come back themselves for another 2D6 hours. Emergency batteries on board escape pods still allow them to be ejected. this is an extremely powerful addition to any craft. Sufficient deuterium tanking exists for up to 230 seconds of firing. If the ship strikes the net. These lightweight nets. With a cyclic rate of 300 shells a minute.

REPUBLIC ELECTRIC 20mm GATTLING CANNON: Two linked 20mm Gattlings are on the front turret of the M577 APC. Both weapons are supplied by a 1700 round multi-feed ammunition dispensor which offers a selection of High Explosive, High Explosive Armor Piercing and 'Beehive' type Anti-Personne Fletchette (APF) rounds at the flick of a switch. These casless rounds carry no propellant and are fed mechanically into the revolving chambers which are then sprayed with hypergolic binary propellants which ignite and launch the round. Binary propellant systems are rare at this caliber, but aboard the M577 this system offers substantial weight, rate-of-fire and reliability advantages over standard caseless weapon and provides effective anti-personnel support for the APC. The only drawback of the weapon is that it is mounted to cover only the vehicle's forward arc. traversing between 60 degrees left and right of axis, and cannot be fired from a hull-down position. 20mw BOYARS PARS 150 PHASED PLASMA CANNON: The power source for the Boyars is a 6mW hydrogen fuel cell capable of powering 3000 firing before refueling. The fuel cell drives a homopolar fast-discharge generator which stores power until it has sufficient energy to pulse the plasma gun’s laser. When the laser is fired, it creates an ionized trail in the atmosphere which is charged by the gun’s electromagnetic coil to form a solenoid mass – is fed mechanically into the tunnel, where it is vaporized by the laser beam into a superheated plasma. Which is accelerated by the magnetic coil to velocities in the region of 5 000m/s. The Plasma travels the tunnel until it impacts the target at a focussed point, using its considerable kinetic and thermal energy for maximum effect penetration. Because of the power usage, both guns in a turret fire in sequence rather than simultaneously. REPUBLIC DYNAMICS M2025 40 mW FREE-ELECTRON LASER: These are effective against both ground and air targets. Beam power is supplied by a 10 mW hydrogen fuel cell driving a homopolar fast discharged generator. The Beam is propagated, without the need for lasants, by the interaction of a particle-accelerated electron beam with a static electric field. The advantage of a freeelectron laser I Colonial Marine service is its ability to be tuned to wavelengths that would minimize beam degradation by the local atmosphere. In addition, a reactive tune facility, cued by laser returns from the beam, is incorporated to allow rapid returning in the event that countermeasures are deployed to block the beam. The lasers can be used in two modes. In ‘dazzle’ mode, the beam is used to burnout enemy optical/infrared sensors or blind infantrymen and pilots (20 difficulty or blinded for 2d6 minutes, invoking –6 penalty), has a low output. It is in this mode that the beam is at its most efficient, playing continuously across a target without the need for pulsing or the associated effects on beam propagation from thermal blooming , ionization or dielectric breakdown (huh?). In ‘pulse’ mode, a beam is pulsed at full power at the target. Damage is caused by the mechanical impulse of the beam as it superheats the target area, and in the case of the M2025 is capable of penetrating infantry persona armor or the skin of a missile or aerospace craft. 20 MeV TURBOALTERNATOR POWERED CHARGED PARTICLE BEAM CANNON: The deployment of this weapon has been made possible die to the introduction of a
Martin-Continental micro magnethydrodynamic turbine capable of generating 20mW of electrical power to run the big particle accelerator guns. Sufficient turbine fuel exists to power the guns for 50 seconds firing and there is some 300kg of deuterium tankage to provide particle beam mass.

Standard Equipment applies to whatever position you end up with finally at the end of your character generation. This is not what your character walks around with but rather the standard gear he/she is equipped with in combat. Equipment going into battle can vary drastically with the situation. Additions are common. As a general rule of thumb, marines can choose any weapon they have training in. (Optional) Any rank “Lance Corporal” and higher have an automatic choice of a “third weapon” as long as they have training in the use of that weapon. The pistol is the only automatic. Shotgun, Flame-throwers and even AntiAircraft/Tank weaponry are available. @ Indicates items for an encumbered Marine. Every 3 of these items adds –1 to your DEX. NOTE: All equipment is TL1. Anything with a “*” can be replaced by higher TL equivalents.

BDUs Wristwatch M-10 Helmet* Canteen First Aid Kit 6 M-94 Flares Knife Hand Welder Motion Tracker Compass Nylon Rope @ Toolknife VP-90 Pistol or M4A3 Pistol w. 2 clips* Personal Locator M-3Armor* Bed Roll @ Entrenching/ Utility Tool @ 3 M1000 Flares 8 M-40 Grenades Mess Kit @ 20 days rations @ Binoculars (High Quality) @ Short Range Comm TNR Lamp@ M41A Pulse Rifle w. 2 clips* Personal Data Transmitter (implanted)

BDUs M-3Armor* 3 M1000 Flares 6 M-94 Flares@ Mess Kit@ Hand Welder Binoculars (High Quality)@ Compass M-10 Helmet* Bed Roll @ Canteen Entrenching/ Utility Tool@ 8 M-40 Grenades Knife@ 20 days rations@

First Aid Kit@ Nylon Rope@ Short Range Comm Toolknife M240 Flamethrower w 2 canisters or M-56 Smartgun

DemoKit@ Wristwatch TNR Lamp Personal Locator VP-90 Pistol or M4A3 Pistol w. 2 clips

NCO (Non Commissioned Officer) --CAREER-BDUs M-3Armor* M-10 Helmet* Bed Roll @ Canteen Entrenching/ Utility Tool @ 3 M1000 Flares 6 M-94 Flares 8 M-40 Grenades Knife Mess Kit @ 20 days rations @ VP-90 Pistol or M4A3 Pistol with 2 clips* Binoculars (High Quality)@ Compass First Aid Kit Nylon Rope @ Short Range Comm Toolknife Wristwatch Personal Data Transmitter (implanted) Personal Locator TNR Lamp M41A Pulse Rifle with 2 clips OR M240 Flamethrower with 2 canisters OR M-56 Smartgun*

OCC (Officer Command College) --CAREER-BDUs / Flight Fatigues Mess Kit @ Hand Welder 20 days rations @ Binoculars (High Quality)@ Compass First Aid Kit Lantern 6 M-94 Flares Nylon Rope @ Short Range Comm Toolknife Wristwatch Personal Data Transmitter (implanted) Personal Locator VP-90 Pistol or M4A3 Pistol with 2 clips* Canteen 3 M1000 Flares Knife

Flight Fatigues Flight Helmet Canteen 3 M1000 Flares 6 M-94 Flares Knife Binoculars (High Quality) Compass Lantern Nylon Rope Short Range Comm Toolknife Wristwatch Personal Data Transmitter (implanted) Gee Suit VP-90 Pistol or M4A3 Pistol with 2 clips* Personal Locator

STARSHIP COMMAND --CAREER-Flight Fatigues 3 M1000 Flares Toolknife Wristwatch

6 M-94 Flares Knife Binoculars (High Quality) Nylon Rope Short Range Comm

Personal Data Transmitter (implanted) Personal Locator Gee Suit VP-90 Pistol or M4A3 Pistol with 2 clips* Compass

BDUs M-3Armor* M-10 Helmet* Bed Roll @ Canteen 3 M1000 Flares 6 M-94 Flares Knife Mess Kit @ 20 days rations @ TNR Lamp Medkit Binoculars (High Quality)@ Compass First Aid Kit Lantern @ Short Range Comm Toolknife Wristwatch Personal Data Transmitter (implanted) Personal Locator VP-90 Pistol or M4A3 Pistol with 2 clips*

SCIENCES CAREER (These don’t often go into a combat situation)
Uniform 6 M-94 Flares First Aid Kit Short Range Comm Wristwatch Personal Data Transmitter (implanted) VP-90 Pistol or M4A3 Pistol with 2 clips* Knife Medkit

XENOBIOLOGY --CAREER-- (CL3 and higher required) (These don’t often go into a combat situation)
Uniform 6 M-94 Flares Knife Medkit First Aid Kit Short Range Comm Wristwatch Personal Data Transmitter (implanted) VP-90 Pistol or M4A3 Pistol with 2 clips*

BDUs Canteen 3 M1000 Flares 6 M-94 Flares Knife Hand Welder Binoculars (High Quality) Compass Mechanics Tool Kit Nylon Rope Short Range Comm Toolknife Wristwatch Personal Data Transmitter (implanted) VP-90 Pistol or M4A3 Pistol with 2 clips* Personal Locator

An armored vehicle of choice.

BDUs Bed Roll @ Entrenching/ Utility Tool @ 3 M1000 Flares 6 M-94 Flares Knife Mess Kit @ Hand Welder 20 days rations @ Motion Tracker Orbital Communications kit@@ Advanced Tool Kit@ Electrician’s Tool Kit@ Mechanics Tool Kit Nylon Rope @ Short Range Comm Toolknife Wristwatch Personal Data Transmitter (implanted) VP-90 Pistol or M4A3 Pistol with 2 clips* Personal Locator DemoKit

ENGINEER --CAREER-Entrenching/ Utility Tool @ 3 M1000 Flares 6 M-94 Flares Knife Mess Kit @ Hand Welder 20 days rations @ Motion Tracker DemoKit Orbital Communications kit@@ Advanced Tool Kit@ Electrician’s Tool Kit@ Mechanics Tool Kit Nylon Rope @ Short Range Comm Toolknife Wristwatch Personal Data Transmitter (implanted) VP-90 Pistol or M4A3 Pistol with 2 clips*

BDU M3 suit* M10 ballistic helmet* Gee Suit Ghillie Suit (Recon) * Z-110 Acid Neutralizing Combat Wardrobe (TL4)* NeutraGel Modification (TL5) Polymer/Alloy combat armor rig. (TL3)* WY Shielded Combat Helmet (TL2) Flak Jacket Kevlar (Light) Kevlar (Medium) Kevlar (Heavy) MK 25 Pressure Suit MK 50 Compression Suit

4 14 25 4 6 18 1 16 30 12 10 12 14 5 10 2 2 10 1 1 10 0 10 10 2 1 2 3 5 7 0 0 0 0 0 -1 0 0 0 0 0 0 -1 -1 -2


Head Only

Camouflage (see below) Acid has no effect. Acid has no effect.

Air Pressurized Air Pressurized

M3 personal armor is made up of composite layers providing ballistic protection against most low-power small arms and fragmentation. the threat is eliminated altogether. while the suit beneath absorbs radar emissions An optional external heat sink pack regulates the suit's IR signature. The M3 personal armor and M10 helmet confer no Encumbrance modifier. and leg protection. It provides torso protection. The moment alien blood touches this wardrobe. we must not resist. audio microphone. is a combination of camo suit and radar and IR sneak suit. The natural-fiber leaved camouflage makes the Recon marine difficult to spot visually (Heroic Awareness test). when combined with BDUs. IFF transmitter and PRC 489/4 transceiver system. is worn over these. It is lined with a gelatinous substance that can neutralize the acid. Therefore. The designs were deemed too heavy for a normal man to use effectively. 16 10 10 20 -1 0 Air Pressurized Cannot move when setup BDUs: Each Marine infantryman is provided with a set of battledress utilities (BDUs or fatigues)two-piece. M10 HELMET: The M10 ballistic helmet issued to all Marines provides SP 20 head protection with the same fragment-stopping capabilities as M3 armor. M3 SUIT: The standard personal armor of the Colonial Marines. the M3 suit. frag or HE.ZCT-1 Armored Spacesuit* (TL3) Portable Force Field MAX--Mobile Assault eXo-Warrior (Special—Look under Armor)* “RACK”--Powered Armor (Special—Look under Armor)* * Prohibited to all except the CMC. torso and shins. Built into the armor are the necessary bio-sensors which send the Marines physiological data (pulse-rate. The weave of the fatigues is sufficient to provide limited protection against light firearms. etc) to the tactical command post. as well as a passive infrared monocle that flips down over the right eye. GEE SUIT: Used by Aeromen to counter the effects of the high-G maneuvering. Each Ghillie suit is tailored individually for each Recon Marine. The manufacturing processes provide limited IR protection. EEG. providing protection to the Marine's head. respiration. With this suit. it aids in breaking up the wearer's IR signature. light polycotton coveralls with pockets secured by silent fasteners. In addition. or "Ghillie" suit. a properly trained pilot can stand up to 11 Gs. GHILLIE SUIT: The Recon suit. It contains a tactical camera. this protection is doubled against blast-radius fragmentation grenades such as flechette. However. but extirpate. Z-110 ACID NEUTRALIZING COMBAT WARDROBE (TL4): Efforts to produce an armor resistant to the intense acidity of the alien blood have proved impractical. as it is known amongst the corps. It offers little protection. The Z-110 was developed by . giving it the PH balance of water. and comes with a pair of BiMex goggles that provide 20x telescopic enhancement and Starlight ambient light vision.

It covers a greater area but doesn’t sacrifice maneuverability to do so.Grant Corp for their farmers as Royal Jelly was a valued resource. The material and strength however. The suit is powered by batteries on the back which power the life support but also regulates the interchanging armor plates. Any location not completely covered (Helmet) has a 50% chance of hitting an unprotected area. The Grant Corp Nutra-Gel cannot be made transparent. This includes tracking the helmet to follow the eyes of the wearer. making this small viewer the most vulnerable place on the suit. the WY Helmet completely conceals the user's face with a massive armored plate. This is because the viewer of the Z-110 is very small. unlike the M3. NUTRAGEL: At time of the war. has radically be improved. The Armor is made up of flexible plates under a overcoat of dense weaved fabric. WY SHIELDED COMBAT HELMET (TL2): If anything. Not really classified as powered armor. The Z-1110 can regenerate the Gel completely after a battle and have an inexhaustive supply. The Head unit is very similar to the M10 so the stats are considered the same even though it is shaped substantially differently. POLYMER / ALLOY COMBAT ARMOR RIG. FLAK JACKET: A basic Chest protector that has remain stylistically unchanged for hundreds of years. This is because. at TL3. is mostly made of light weight plastics It is not an enclosed suit. The armor is also a complete life support system. replaces the M3 Combat Armor of the CMC. GrantCorp’s NutraGel compound has been added to it. Any surface armor (that cannot be covered) can be used. The Flak Jacket is the most common armor used by civilian security . They were secretly using them since TL3 but the design was not available to the CMC until later. Grant Corp starts selling the NutraGel as a modification to be adapted to any armor. (TL3): The PACAR. the suit is no longer pressurized. At TL5. If punctured. the suit just moved its armor aside as the person moves. This unit seems to be more designed for intimidation than practicality. 20% of the acid damage is applies to the head but no PD is lost. with a capacity of a full pressurized environment for up to six hours. It has the same PD and EKD as the rest of the suit but is not protected by the NutraGel technology. Any acid hit in the head unit has 20% chance of striking the glass. It is strong enough to hold back even the most powerful of armaments. Every packet will adapt a full suit but will only withstand 100 points of Acid damage before being completely neutralized. If this happens.

It is not a permanent fix but will keep the air out for the time being. Most crews in hazardous environments have these suits. is useless. However. white armored combat chassis simply called the ZCT-1. with 12 hours of air and liquid nutrient solution. PORTABLE FORCE FIELD: The PFF is a large unit of launched probes that create a perimeter force screen that protects anybody in as much as 30 feet by all attacks. Temperature controls can keep it comfortable with the outside as low as absolute zero and has high as 350 degrees C. The CMC immediately put in an order for 100 000 units. The capabilities of the ZCT-1 are the same as the MK50 Compression suit with 24 hours of air and a temperature range from Absolute zero to 350 degrees C. The MK50 is not a combat suit even with this protection and will be useless if punctured. It is a full package. The field would seem . Heavy): Kevlar’s capacity has grown substantially in the last year and the pinnacles are these combat suits which are the most powerful on the open market. Military craft has these as their primary EVA suit. The onboard computer can detect holes in the pressure and seal it up by expanding the suit into the new area. The ZCT-1 is a heavy combat suit and has full protection from the hardships of combat. KEVLAR (Light. It remained under license with ZCT and its colonies until TL4 where they opened their doors to open consumers. The ZCT-1 is adapted with Nutra-Gel at TL-5 but it already was a formidable suit when released. which supplies almost 24 hours of air. the MK25 MK50 COMPRESSION SUIT: The MK50’s design has remain unchanged in almost a hundred years. Recirculators can keep the air going at a low breath rate (no activity) for another 6. they introduced the pale. compact space suit designed for ease and maneuverability. It is not a combat suit and when punctured. By TL5 they were being adapted with NutraGel as fast as GrantCorp was selling them since these suits are the prime heavy choice for combat on the outer veil colonies. Medium. The Helmet is one piece with the environment system. It is the basic suit installed in all civilian spacecraft.groups and planetary forces. It is a heavy duty Space / Environment Suit with hardened body panels for extreme resilience. MK25 PRESSURE SUIT: The MK25 is a small. ZCT-1 ARMORED SPACESUIT (TL3): Zajer / Comm Technic. to offer the members of their colonies greater protection from the threats in the outer veil.

matter. Personal Locator Personal Recorder Portable Holograph (TL3) Pressure Tent (1/2 man) Radio. 40 m range) Lighter (100 lights) Mechanics Tool Kit Medkit Mess Kit Short Range Comm (500 km rng) Skates Skis Snowshoes Stereo System Television (large) Television (port. to 1 OP. ITEM Advanced Tool Kit Autograppnel (2000 lbs) Bed Roll Binoculars (High Quality) Camera (24 exposures) Camp Stove Canteen CD Player Cell Phone Compass Crowbar Hand Welder Handcuffs Hotel Room IR Goggles Jammer (10 m range) Lantern (8 hrs.) COST 600 100 25 50 50 30 75 100 150 10 10 100 5 100/night 200 60 50 10 1000 300 50 100 40 80 40 500 1000 300 ITEM Diving Gear (3 hr time) Entrenching / UtilityTool Electrician’s Tool Kit First Aid Kit Furniture (Real) (Synthetic) Food (Fresh) (Prepack) (Rations) Flashlight (6 hrs) Geiger Counter (10m range) Movie Camera Nylon Rope (100 m.almost impenetrable. Gases have a tendency of leaking through. NORMAL GEAR Remember. and energy. Basic Toolknife Utility Belt Wristwatch Timer Clamp (TL3) Infrasonic Suppression Sys. (TL5) XM Neural Suppressor (TL5) Nuetralizer Spray (TL4) COST 250 40 25 10 500 150 200/week/person 100/w/p 50/w/p 10 90 100 100 40 000 1000 30 50 200 1000 500 / 1 000 100 50 20 50 20 000 8 000 100 / can FASHION ITEM Pants Top Jacket Footwear Jewelry Mirrorshades Glasses Generic Chic x1 cost Leisurewear x2 cost Businesswear x3 cost High Fashion x4 cost COST 40 40 50 40 100 . The PFF is not air tight but can keep out all liquid. Multiple generators can combine to double their STR or range. 500lbs) P-5000 PowerLoader Personal Computer Personal Data Trans.1000 50 50 . a starting character can buy these using OP converting 100 cr.

the ME3 can cut and fuse metal quickly and cleanly. CELL PHONE: Much smaller. the welder will still work. CANTEEN: Three days of water for one person. FLASHLIGHT: Small but powerful. CD PLAYER: The discs are half the size of current CDs.ADVANCED TOOL KIT: A small kit to help with repairs of any vehicles. FIRST AID KIT: Can stop bleeding and add +1 to a First Aid skill. The high tech tools inside cover a variety of different uses easily. The fuel is mainly oxygen taken from the air. ENTRENCHING / UTILITY TOOL: Basically a shovel with some extra tools built in. high tech engineering) +1. CAMP STOVE: A small unit capable for cooking…but I am sure you know that. and in the absence of an atmosphere. AUTOGRAPPNEL: This launches a piton almost 500 meters in the air and can embed itself in solid rock with a 2000 lbs capacity. Not a totally enclosed suit. BINOCULARS: Self Explanatory. CAMERA: An ultra-small disposable unit with a 24 exposure capacity. . Palm-held. CROWBAR: Useful tool and a very heavy weapon. Digital Readout with distance meter than can measure the range between the target in the eyesight on the binoculars. ELECTRICIANS TOOL KIT: Soldering and Electrical Kit. but will only have fuel for 15 seconds of use. Gives any electronics related skill (computers. Any repairs or modifications of any craft can be made with a +1 with this pack. BED ROLL: A small sleeping bag that can be compacted into a small cylinder barely 8 inches across and 3 feet wide. Using a thin stream of plasma. DIVING GEAR: Three hours time limit. Normal use is approximately 80 seconds of efficient heat. Extending the range of combat operations to a more urban setting was greatly aided by the addition of the ME3. HAND WELDER: The ME3 Hand Welder currently employed by the Colonial Marine Corps has been a standard issue to all Marines for the past 40 years. Battery powered. these communication devices only work in the inner colonies but can transmit anywhere COMPASS: Not the drawing kind.

IR GOGGLES: A surprisingly small pair of Infrared goggles that allow the viewer to see is gray scales of heat. and transmits data to the section's assigned APC. it has been lumped in the Armor section PERSONAL COMPUTER: Advanced. MECHANICS TOOL KIT: A Hand Welder is just one small part of this large engineering kit. new surgical blades and other perishables. bandages. Doubling the cost Doubles the range. Replacement kits containing chemicals. 100 Gig capacity. It contains several surgical implements such as scalpels. PERSONAL DATA TRANSMITTER: The PDT is a small computer with biological monitoring systems and a broadcaster. MOVIE CAMERA: Small (1lbs) and with a 2 hours capacity. When connected via microwave transmissions to an orbital fleet GPS satellite network. elevation and distance to the target. antibiotics and antiseptics. The computer broadcasts an identification code. giving the unit a stealthy receive-only capability. The experimental Mark 8 also has settings for detecting . With many different capabilities and several distinct roles in today's modern battlefield. Concealed in the Coleman 6 inch combat knife handle. and can be tracked by computer or by a handheld unit The larger version of the PDT comes in two models. the Mark 7 functions as a highly reliable compass. and can be deactivated if they present a security risk. It allows anyone with a Medical skill to stabilize mortal wounds. JAMMER: Disrupts bugs and all communication in 10 meters. These usually broadcast to Colony Central. this unit makes finding your way around the battlefield effortless. The device also serves as a locator for colonists and Marine sections. bandages. giving a +2 to these rolls. syringes and suction pumps. the Mark 7 can supply direction. Only people with Mechanics or Engineering skills can use it. the first is built within the M3 armor suite with contact patches at critical points. behind and to the left of the spinal column) are required by ICC colonial law to be installed within every adult colonist shipping out to a new colony world and to every person born on the colony when they reach sixteen years of age until the terraforming process is complete. This allows the user to see it almost compete darkness. The second model is constructed in a wristwatch-style. Both versions of this model are used by the USCMC. which can be cross-referenced by a computer with the wearer's file. a defibrillator and a biomonitor linked to an armband scanner similar to a wrist PDT. anesthetics. which contains ID data and usually medical history. Smaller versions constructed to be surgically implanted within the human body (at the base of the neck. P-5000 POWERLOADER: For convenience. Computers advance so much I won’t go into detail on its stats here. PDTs are only used by the military if radio silence is not important. MEDKIT: For more advanced medical emergencies. as well as to tuned hand locators. allowing rapid location of specific Colonists within the base. Gotta love those sporks. usually a fallen comrade or downed pilot. swabbing cotton. The digital uplinking compass is most commonly used as a personal locator in today's war events. Super fast. The Medkit is standard issue to all Marine medtechs. PERSONAL LOCATOR: The Eigress Mark 7 digital uplinking compass is a standard issue for any soldier. and fits over the wrist of the wearer. Gives a +2 to First Aid and a +1 to all other Medical skills. The micro bursts emitted by a locator unit are picked up by the Mark 7. When connected to the micro-emissions of a personal locator chronometer. the Mark 7 is a popular issue for any Marine. MESS KIT: Everything to prepare and eat food except the stove.

a short ranged. Both this and the ISS are so rare and the price is so high. PRESSURE TENT: An air pressurized tent for adverse environments. therefore. INFRASONIC SUPRESSION SYSTEM (TL5): Nicknamed Beekeeper’s smoke. even if they venture outside the range of the Queen. this device shuts off the very unique impulses of what the Alien passes for their nervous systems. The Queen can override the ISS by rolling 17 or over with their WILL and a D10. use the spray to counter an acid splash on one location. Can hold 12 hours of Oxygen. Royal Guards and Queens are unaffected. Nobody is anywhere near the egg when it activates. Royal Guards and Queens are immune. Cannot be modified for other purposes. When hit with the XM. Has a 500 km range with a basic system. neutralizing the acid immediately. It operates for about 3 hours with a 3 meter radius.enemy motion trackers. Every minute in operation. . is not useful as a direct attack weapon but it useful as a defensive and experimentation device. one way communicator with a 20 km range. Also. The only disadvantage about this system is that it is prone to failure. headset. Any Aliens on an attack charge are unaffected as well as any extra aggressive creatures. NEUTRALIZER SPRAY (TL4): A spray version of the NutraGel with a hundred doses. all aliens within fifty feet wake up and re always immune. TOOLKNIFE: A Swiss Army Knife TIMER CLAMP (TL3): The Timer Clamp is used to hold the lips of an Alien egg shut to unsure the creature can’t escape during transportation. Unlike the ISS. It automatically falls off when the Timer expires. There are many variations of this design including Hand held. It is being combat tested by the TSEALs and should be ready for service in the next couple of months. It can hold on for up to 999 minutes. This system is usually used by “Beekeepers” to safely extract the Royal Jelly. All aliens that move into this range must make a WILL check and roll above 19 or be turned as tame as household kitten. A player can. instead of firing back. RADIO / BASIC: Like a CB system. and helmet mounted. The XM. Up to an hour of animation can be recorded. PERSONAL RECORDER: A Micro-recorder barely four inches long and two inches wide. They seem to keep their motor skills but can’t act aggressively. if the Aliens are frenzied or angry in anyway (any form of heavy aggression) negates the ISS effects. SHORT RANGE COMMUNICATOR: The common communicator used by the CMC. This one looks like a thickened baton. the an alien can wake up by rolling above 19 with their WILL + D10 (Basically a nine or ten). PORTABLE HOLOGRAPH: About the size of a hatbox that can transmit any set of 3D images 2 meters across and 10 meters tall. XM NUERAL SUPRESSOR (TL5): A smaller form of Inhibitor. If this works. Can record up to 90 minutes. Usually one round of acid damage is still applied. The Suppression system spreads fifty feed away from the transmitter in every direction. 1000 m Range. they can’t act at all for 2D6 minutes whether in the field or not. they are not common. the aliens cannot recover. It causes them to “sleep” or any form off deep coma that fits the description.

MILITARY PX ITEM BDUs / Flight Fatigues M-3Armor* M-10 Helmet* M1000 Flare (3 pack) M-94 Flares (9 pack) Motion Tracker DemoKit Intelligence Unit Orbital Communications kit Pulse Communicator TNR Lamp Gee Suit@ Ghillie Suit (Recon) Z-110 ANCW (TL4) NeutraGel Modification (TL5) Polymer/Alloy CAR (TL3) Flak Jacket Kevlar (Light) Kevlar (Medium) Kevlar (Heavy) MK 25 Pressure Suit MK 50 Compression Suit ZCT Armored Spacesuit (TL3) Portable Force Field COST 100 240 150 30 30 200 500 1 000 1 500 1 000 200 200 600 1 800 100 1 600 600 100 150 200 500 1000 1 600 3 000 MOTION TRACKER: The USCMC Motion Tracker uses sonar bursts with Doppler-shift discrimination to scan and locate movement. speed based on the size and proximity. and white variants. They are the size of a pencil. The device is activated by a trigger mounted in the handgrip. black indicating no movement and white indicating a high probability of the location of the movement. . when not in active use the Tracker cannot be left on. They don't supply much heat (DC1). these flares are often only used for guidance and for signaling and as a minor light source. In ideal conditions (ie. Combustion is easy. thus. The location of detected movement is displayed on a small LCD screen mounted on the side of the device as a set of probability contours ranging from black to white. Only lasting 2D6+10 minutes. however in buildings (such as the average colony building with metal and synthesized walls which to a great extent absorb the sonar bursts and returns) the effective range drops to between twenty and thirty meters. Open terrain with no wind) the tracker can scan accurately up to a kilometer. They are 2 1/2 inches wide and 8 inches long. An auditory cue is also provided in the form of a reverberating tone that changes in pitch and reverb. It also supplies limited heat. allowing Marines to concentrate on their environments whilst keeping their trackers active. It can cause significant burn damage (DC3) is applied to an object. It lasts for 3D6+30 minutes. blue. M1000 FLARE (3 pack): The M1000 sets of a hot magnesium flare available in red. M-94 FLARES (9 pack): M-94s lack most of the qualities of the M1000. conserving battery power and decreasing the possibility that the tracker itself will be detected. Its use is covered by the Electronic Security skill.

. The unit can be linked to an intelligence unit for transmission of entered and scanned data as well as reception of new data. Third. It is a microwave burst communicator able to provide secure. weapons. most Corporate armies and Colonial armies. however. a comm unit. and is relatively light (3 kg). allowing identification of included people and location within minutes. Thus the operator usually communicates to a relay station on the ground or a circling aircraft. It is designed to communicate with orbit craft and even remote command ships from a distance. The unit can be taken apart so it can be placed in a briefcase. First. if limited. the operator is usually limited to transmitting in certain times at certain places. The OCK has a 5 000 km range and can be setup up with a burst one-way communication of 500 AU. Exploratory and HazEnv units. a scrambler and a small transceiver dish. to ensure a receiver dish is pointed toward him. The unit is armored against small arms and impact and is fingerprint and voiceprint locked. it has come to be a standard component of a Marine team as a supplement to other search and location techniques. Because the communicator is limited to line-of-sight transmission. DEMOKIT: The equipment required to arm and disarm a variety of explosives. It is also equipped with a small thermite bomb which will detonate if the unit is tampered with (a maintenance code must be entered before opening the unit up) or when a concealed switch is pressed.The device does have problems. then needs to be recharged or replaced. Second. The whole system weighs so much. At least one member of each rifle or gun team in a Marine section is equipped with a tracker. so a very slow target may be able to infiltrate a tracker's scan area. terrain. communication to the Marine team. and although not as good as vehicle. These times and transmission points are organized with the character before the mission commences and are fed into their intelligence unit. intercept or trace. a target moving across the tracker's scanning cone may be effectively invisible. The internal battery is good for 6 hours of use. destroying the interior of the unit and thus eliminating irretrievably all data within. the communicator is almost impossible to jam. because the tracker emits high-frequency sonar bursts it can be easily detected by passive listening stations as a target for enemy fire or by cyberaudio with Increased Hearing Range. and consists of a rechargeable 10-burst power cell. the intelligence unit is downloaded with information pertaining directly to the mission itself. personal data on relevant individuals etc. Demolition skills are given +1. Finally the unit is vulnerable to ultrasound jamming and "jumping-jack" movement decoys (A small metal sphere or cylinder with rubberized or spring-loaded surfaces). vehicles etc Also. the tracker is also designed to filter out slight "natural" movement (such as insects or corn waving in wind). TNR LAMP: Carried on the left shoulder of Colonial Marines is a detachable high-powered halogen white-light TNR lamp. PULSE COMMINCASTOR: The pulse communicator is usually issued to Recon Marines. so only the assigned individual can access the data. It contains data on the USCMC. Despite these failings the motion tracker has seen use with the Corps as a man-portable scanning device for many years. However. anyone transporting this has a –1 to his or her DEX. The TNR lamp has a range of 200 meters and is effective as an alternative lighting source in combat situations. Return messages are deciphered by the communicator. including uniforms. ORBITAL COMMUNICATIONS KIT: This is a dish and communications kit that requires two minutes of set up time to operate fully. The unit carries a scanner capable of digitally processing pictures. commonly used tactics. and although full two-way communication is impossible it allows transmission of vital data to his superiors and the reception of periodic orders.or emplacement-mounted systems. A complete message is fed into the communicator and transmitted to its target in a single powerful pulse. and he toward it. The TNR lamp runs off a rechargeable internal battery and incorporates a carrying handle so that it may be detached and used as a hand torch. because the tracker uses Doppler shift to discriminate between immobile objects and targets. Five Packs of C19 are included. cities and important buildings. maps of towns. INTELIGENCE UNIT: A modified EBM PCX laptop computer the intelligence unit is issued to Marine Recon.

STRUCTURE: Structure in Hits or Kills ARMOR: Armor in Hits or Kills MAX SPEED: Maximum Speed. This version only lasts 1 hour on internal battery and was declined in favor of a more efficient use of stored power. VEHICLES PERFORMANCE TOTAL COST: Marine cost of the unit. Every 20km past that half adds a – 1 penalty to Maneuverability. STRENGTH: For Power armor. LOCATIONS: Areas that can be hit. with the exception of a movable motor that tracks the movement of the helmet and shines the light where the soldier looks. . Public cost can vary. The TNR lamp used by the Colonial Marines is similar to that used by the US Army. MANUEVERABILITY: Penalties to hitting and dodging. Basic cruising speed is half. ACCELERATION: How much the vehicle can accelerate per turn.The lamp can be recharged using a standard rifle recharge rack. These are vehicle space. VEHICLE HARDPOINTS: How many weapon hardpoints are available. M-class vehicles are not available on the open market LOADED WEIGHT: Total weight with armament and crew. Refer to weapons for details BASIC ARMAMENT: The typical or fixed armaments for that vehicle or variant.

The M577 was designed to be as sturdy as possible. The massive 159-cm diameter wheels each receive independent power from the engine via a fully automatic. The APC is built around a 4 x 4-wheeled layout. Its design makes it a great multi-role vehicle. all equipped with yoke harness restraints for orbital combat drop. allowing him to deflate and inflate them depending on the terrain condition. The chassis was designed after the M570 family of vehicles whose main roles were primary transport and mortar platform. and has the capability to fill all needs. electronically controlled transmission system. The M577 is operated by two crew (the driver and section commander) and allows twelve positions for passengers. . In the rear of the APC is the audio and video linkups so the section commander can keep contact with the vehicle's infantry complement via real-time video and battle management displays. and allows for plenty of weapons and equipment storage. it does offer considerable savings in terms of weight penalties and reliability. Although the wheel configuration does not provide as rugged a cross-country performance as a tracked vehicle. and well-armed armored personnel carrier that was designed to fill the need of a dropable APC that could quickly deploy marines into a battlefield. The tires are armored plated to prevent penetration by ground debris or small arms fire. Entry is made via the main starboard sliding door or port side drivers hatch.000 kg. low-cost.M577 ARMORED PERSONNEL CARRIER The M577 is a lightweight. and are pressure regulated by the driver. The interior is spacious despite the vehicle being visually small. while keeping a combat weight of below 15. powered by a 286 kW multi-fuel gas turbine engine that generates a powerto-weight ratio in the region of 19.7 kW/kN.

It is not really a piloted suit nor is it a robot. When that moose juice kicks in.000 LOADED WEIGHT: 31. Grenade launchers. en route from the siminal military skirmish with the hostile organisms on the Terraformer LB 426 Colony. A neural implant is drilled in . Both models are virtually identical even though the MOX is more popular. being widely distributed among the CMC at TL5. for ease. military designers had responded with MOX.PERFORMANCE TOTAL COST: $2. The Armor is wheeled in. The new pilot will not be dependant on the drugs unless in side the suit for more than 48 hours. anything between him and his target will be annihilated. The MAX is substantially larger than the MOX (by a full meter). The MAX also has the capacity of allowing a normal pilot. since the slightest spark of adrenaline could cause a massacre. this is his one and only and option. the MAX can be used in extreme emergencies. virtually a flatten. When the bughunt reaches critical mass. A new pilot can be implanted is six hours. Not even REM sleep is allowed.255lbs. When a civilian consultant. successfully dispatched an alien Queen with an Exoskeletor Payloader. they will be classified to be the same.7 tons) MANUEVERABILITY: -3 LOCATIONS: STRUCTURE ARMOR MAIN BODY: 4K 2K WHEELS: 60 SDP 35 SDP MAX SPEED: 125 ACCELERATION: 35 VEHICLE HARDPOINTS: 1 Turret BASIC ARMAMENT: Only one pair of synchronized Republic Electric RE700 20mm gattling cannons. (15. Both the MOX and the MAX have weapons so similar. Please note the pilot is so dependant on the drugs of the MAX that he will die in 1D6 hours unless placed on life support if removed. The Turret can carry a variety of armaments (see weapons). MAX MOBILE ASSAULT EXO WARRIOR / MOBILE OFFENSIVE EXO WARRIOR (TL4) The Max or MOX confounds explanation. The back opens up where the almost surgically implanted pilot can be removed. Usually. This or psycho ward one. The Berserkers. and turns him loose. The Military wanted a new breed of warrior. for the man in the suit. It is a Human intelligence locked into ten tons of heavily armed and armored exoskeleton.000. They use IV sedatives to maintain the subject in a dreamless coma state. and the subject is “turned on” with a triple dose of chemical adrenalines. The MAX was developed and primarily run by Weyland Yutani while the MOX was produced by military intelligence for effective confrontation with the hostile alien life forms.. It was up to medical science to keep them leased until they were needed. and Flamethrowers are all standard equipment. For a normal human. The MOX is literally built AROUND the pilot where the MAX is more of a powered armor. Pulse Rifles. The only variety is scale. The MOX were the first of their kind. and the marines provided them: volunteer basket cases and psychos eager to taste power in this lifetime. One specifically trained doctor always accompanies the Suit. The bugs will go down.

so they are recycled. The MOX is smaller. Not much.5 K (25 SDP) / 1K MAX SPEED: MOX: 14 MAX: 10 ACCELERATION: 4 VEHICLE HARDPOINTS: See below BASIC ARMAMENT: MOX: M56 Smartgun with triple ammunition. They are both independent units whose only form of tracking is the homing beacon placed usually in a hive by the Point man (See CMC for the Beserker rules). MOX’s however. M56 Smartgun with triple ammunition. Max’s cost a bit more. The Final disadvantage of the MAX and MOX units is the unpredictable lifespan of the pilot. The guns all have safety kill-switches designed to shut off within three meters of the Point man an anybody programmed for the Beserker to avoid. Upon activation. M240 Flamethrower with double capacity. the health of the pilot diminishes. more maneuverable. of course puts the Beserker team in a bad situation. M26 Thumper Grenade Launcher NOTES: All arm weapons are considered turrets for special rules. PDT of colonists are notable examples. This. they go in he direction of the beacon and destroyed everything in their path. M240 Flamethrower with triple capacity. The eleventh flushing has a 5% chance of killing the pilot when activated. After the tenth flushing (washing of the sedatives and jacking up with the chemical drugs). M26 Thumper Grenade Launcher MAX: One 20 MeV turboalternator powered charged particle beam cannon. The Nutragel technology was not converted to Beserker suit until well into TL6 because the heavy armor was considered enough to ward off the alien acid. need to be rebuilt entirely to accompany a new pilot.000 MAX: $2. . Most Beserkers are replaced after ten missions but some have been pushed to their twentieth mission. and has no chance of pilot removal. However.100.the back of the head (DC4 damage) and the suit applies to the user’s command.000. but MOXs are generally pushed more than MAX’s since an emergency pilot can use the Suit if the current one dies. an additional -3 Maneuvering bonus is applied. PERFORMANCE TOTAL COST: MOX: $1. and less armored.5 K (25 SDP) / 1K LEGS (2): 1K (50 SDP) / 2K 0. Ever additional flushing adds 5% to the difficulty.000 LOADED WEIGHT: MOX: 8 tones MAX: 10 tones STRENGTH: MOX: 10 MAX: 12 MANUEVERABILITY: MOX: -1 MAX: -3 LOCATIONS: (MOX / MAX ) STRUCTURE: ARMOR: MAIN BODY: 2K / 4K 1K / 2K ARMS (2): 1K (50 SDP) / 2K 0. MOX suits are a tad bit safer and only add 4% every additional flushing.

Both vehicles have almost identical drivetrains. The control system can be modified to operate as a typical steered vehicle about also as a independent control for each wheel. To date. This wide base ensures even weight distribution and stability on most types of . Daihotai Corp. There is a –5 to strike them when exposed in this condition. some of these conditions have proven insurmountable to all existing Terran ATV (allterrain vehicle) designs. mankind has encountered a greater variety of climates and terrenes than anyone on Terra could have imagined. Unfortunately. Each model in the ATV series is based on a common 8x8 drivetrain with a 7-meter wheelbase and a 6-meter track. The M242 is smaller and sporting only four wheels. more capable vehicle was born. using four wheeled steering on a four wheeled drive transmission. This helps the aiming of its turret weapon. keeping its nose pointed forward.M-242 COMBAT BUGGY The M-242’s design bears more than a striking resemblance to its civilian counterpart. These weapons can strafe targets with ease from a 1000 meters. DAIHOTAI 8X8 ATV With the advent of galactic colonization. one pilot and one turret operator. the buggy cannot take many hits. Thus the need for an even more rugged. a subsidiary of WeylandYutani. Both can open their canopies and operate effectively in the clear. The wheels.. themselves.8 tons) MANUEVERABILITY: -1 LOCATIONS: STRUCTURE ARMOR MAIN BODY: 1K (50 SDP) 0. Daihotai has become synonymous with quality and dependability. he Daihotei ATV. are especially vulnerable. The major exceptions is size. Not only is it fast. Indeed. Being light. the pilot and gunner have a +2 to hit their targets.25 K (15 SDP) MAX SPEED: 166 ACCELERATION: 50 VEHICLE HARDPOINTS: See below. BASIC ARMAMENT: Twin Gattling Cannons. The only disadvantage with maneuverability is weight. but it is also maneuverable. The M-242 is one of the most capable combat vehicles in the CMC. running off a pair of K-1000 Gas Turbines.5 (25 SDP) 0. The Buggy only has a crew of two with no passengers.5 (25 SDP) WHEELS: 0. PERFORMANCE TOTAL COST: $250 000 LOADED WEIGHT: 18 000 kg (1. Allowing the car to drive sideways and virtually every direction. Most heavy weapon will permanently disable the vehicle. supporting a pair of high-powered 10-mm Vulcan Gattling cannons. has been the leader in this market segment.

The . The whole assembly is reined in by hydro-pneumatic rams. the P-5000 offers an unprecedented flexibility when handling ordinance and cargo during the rough field operations or when it is conducting heavy maintenance away from it's fixed workshops. chemical) protection. the overall strength of the design has led to many ‘field’ modifications.9 meters. Indeed. The loader is capable of fine manipulating loads up to 4.5 to . The most common power plant installed in the Daihotai series ATVs are the J-160 and J-180 series gas turbines.4 meters in height and vertical grades near 70%. Configured as an anthropomorphic exoskeleton power frame. A hydrogen fuel cell is mounted on the back of the frame. and ATVs can be found performing nearly any heavy-duty function on a colony somewhere. cutters. The cabins are arranged around a central living space equipped with a full galley and sleeping accommodations for up to five people. soil samplers. All cabins possess full life support capability. A workstation cockpit is at the rear of the vehicle. welders. enclosed cabin is standard equipment on most models of ATV. This unit also handles anti-lock braking duties. it is rugged and reliable piece of machinery compared to forklifts. The chassis of the loader is made of reinforced steel framework with two upper load-bearing points for its arms. The system can also alter the vehicle’s ground clearance over a range of 1. Off-road the ATV is capable of handling vertical obstacles up to 1. Weyland-Yutani colonies are equipped almost exclusively with this type of utility vehicle. A fully provisioned. The driver’s cab is located at the very fore of the vehicle. PERFORMANCE TOTAL COST: $100 000 LOADED WEIGHT: 2 tones MANUEVERABILITY: -4 LOCATIONS: STRUCTURE MAIN BODY: 100 SDP WHEELS: 20 SDP MAX SPEED: 125 ACCELERATION: 33 VEHICLE HARDPOINTS: None ARMOR 50SDP 10 SDP P-5000 POWERLOADER The Caterpillar P-5000 powerloader has been selected for use by the USCMC as their prime loading vehicle for logistics and support operations. and cranes. This area effectively mirrors the driving controls in the main cab. However. This area also contains controls for all the attachments and specialized tools the ATV may carry. just below this are a set of knee bearings. with full NBC (nuclear. Some of the more popular attachments are: diggers. This area can double as an airlock in hazardous environs. The legs are attached to by two semi-universal bearings on either side of the chassis. The vehicle is sprung by two swing-arm Anderson suspension assemblies. On paved surfaces. stamping presses. Each wheel has its own independent transmission system controlled by a central CPU to ensure optimal traction. rigs. Plenty of storage space is available for stowing equipment and supplies. cantilevered at chassis bearings and sprung with internal torsion bars. and earthmoving blades.ground. the ATV is capable of top speeds near 110 km/hr. which provides the loader up to 65 kW of power. biological. Each unit is reinforced by a steel rollcage and may be sealed from the rest of the space by sliding bulkhead door. large drills. Dampening comes courtesy of telescopic shock absorbers. which allows up to a 60 degree of 'x' axis (hip swivel) movement. The active suspension is monitored by a dedicated CPU to provide maximum stability and traction in all conditions.000 kg. allowing the tractor to be piloted effectively in reverse. Both units are capable of generating 160 to 180 kW of power that is transferred to the drive wheels. Four ‘legs’ end in pairs of drive wheels.

as the system is likely to encounter movement beyond the fine tuning capabilities of the operator. a lot of practice is required to use a loader efficiently and safely.255lbs. The gyros can be rotated rapidly out of phase in order to 'decouple' the chassis stabilization system along determined the axis of motion and provide the necessary instability required for bipedal movement. Though this is extended to eight weeks to qualify the USCMC personnel and includes training in rough field operations.leg motions at the hip are controlled by a pair of 20 kW linear motors that are actuated by a fastfeedback loop slaved to the operator’s movements.000 kg.7 tons) MANUEVERABILITY: -4 STRENGTH: 13 LOCATIONS: STRUCTURE MAIN BODY: 2K ARMS (2): 1K LEGS (2): 0. The most notable characteristic of the M292 is its rapid fire capability – the system can launch six rounds in under ten seconds. while the pitch control is handled by the second series of actuators at the ankle area.25 K (15 SDP) 0. providing an 'z' axis (fore/aft) movement at the knee joints. For very heavy lifting. since any hesitation and any exaggerated motion tend to place unwanted stress on the load-bearing joints. Each of the limbs terminate at a set of vice manipulators which are configured to handle standard P-60 and O-26 type pallet grips and are capable of full 360-degree rotations. An automatic lockout system has generally proved safe to use over all but the most treacherous terrain. Problems only arise when the loader is walking or reaching its full extension. and the equivalent of a Class 2 civilian cargo-handling license is needed to operate one in the USCMC. It carries 78 rounds . the chassis is gyrostabilized. Through simple principles. which are autoloaded into the gun chamber and fired by hypergolic liquid binary propellants. . putting the last round into flight before the first has impacted the target – a useful facility when under the threat of counterbattery fire.25 K (15 SDP) M292A2 SELF PROPELLED GUN The M292 is the standard artillery piece of CMC. If the loader is operating on rough ground. The arms are attached to the very top of the chassis by a pair of complex universal bearings that are stressed to operate under loadings of up to 4.5 K MAX SPEED: 10 ACCELERATION: 5 VEHICLE HARDPOINTS: None ARMOR 0. Just below the hips are hydraulic actuators that extend from the main loading bearing parts to the aft sections of the legs. The training to use a loader takes about six weeks of simulator training and then hands on experience. otherwise they may induce an unwanted oscillations into the control systems. (15.000. The manipulator functions is controlled from the operators handgrip/joystick combination on the inside of each limbs The attachment points for the maintenance tools like the welding torch are seated on the manipulators. additional stability can be provided by bolting up to 250 kg of concrete ballast to the underside of the chassis. then the loader will provide feedback cues to the operator to help it keep his/her footing.25 K (15 SDP) 0. The standard operating procedures forbid the users of the loaders to do any of these maneuvers. To operate a loader requires sureness and the economy of the movement. The arm motions in the 'y' and 'z' axes are all controlled by the linear motors while the movement of the 'x' axis and also at the elbows is powered by a series of hydraulic actuators. The operators must become used to the loaders mass and it's tendency to lead the operator’s movements. PERFORMANCE TOTAL COST: $2.000 LOADED WEIGHT: 31. To prevent any toppling while not in operation or lifting cargo. It is a 28 000 kg armored tracked vehicle with a single 41 caliber 158 mm tube. The operators also must be very careful not to overcompensate for this tendency.

though with a less capable warhead. M22. All of these designs are lighter than army variants because of the need to space and airlift vehicles in combat situations.. For this reason.Standard ERFB (Extended Range Full-Bore) ammunition offers the M292 excellent accuracy up to its maximum range of 39 000 m. Damage: 5K. The deployment of Colonial Marines Armor assets is limited by the available of heavy starlift capability to transport both the tanks and their considerable logistic and service support. The current intention is to furnish at least two more battalions with the M40 before making a decision about finally phasing out the M22. with is ability to fire 115 mm shells at a rate 6o rpm. Armor in the Colonial Marines has retained the traditional infant support role. . scatterable mines and support fire from its integral 60 mm mortars and defend against aerospace craft and incoming missiles with 20 kw phased plasma point defense gun. PERFORMANCE TOTAL COST: $2. and M40 are the tanks of choice of the CMC. ROF: 1. while the addition of a base-bleed unit extends this to 48 000 m. WA: +3. including HE.000 LOADED WEIGHT: 28. BASIC ARMAMENT: Main Cannon--Special Main Cannon: Targets: Ground targets with a 5m blast radius. Tanks are still the best way to deliver direct artillery fire quickly and accurately demonstrates the continuing value of heavy armor on the modern battlefield. Range: 62 000.000 kg. self-guided sub-munitions and aerial denial mines. Shots: 78 TANKS M34A2 LONGSTREET LIGHT TANK / M22A3 JACKSON MEDIUM TANK / M40 RIDGEWAY HEAVY TANK The M34. deliver particulate barrier smoke. A ramjet powered athhodyd shell is available. which has previously only seen service in the US army. and uses a fluidic jet reaction system to steer onto the target. (28 tons) MANUEVERABILITY: -6 LOCATIONS: STRUCTURE ARMOR MAIN BODY: 8K 4K MAX SPEED: 70 ACCELERATION: 21 VEHICLE HARDPOINTS: One the main gun.000. the six tank battalions of the Colonial Marines rely heavily on medium and light armor such as the M22 and the M34. A variety of warheads are available. the 2nd (attached to the 1st Colonial marine Division) has recently been upgraded with the M40. The M418 smart shell is designed to home in on vehicles and structure. One battalion. with a maximum range of 62 0-00 m.

with its 70 000 kg lift capacity. Ariel can be hit at –8. In he tanks-led teams. rather than the current practice of parceling out armor piecemeal on an ad hoc basis. 2 meter blast radius. Damage: 3K. though there is still opposition to fully integrating heavy armor into the teams. Shots: 40) M40: (Targets: Ground targets. Range: 30 000. ROF: 1.000. WA: +2. WA: +2. Damage: 4K. this is because of the current lack of a heavy dropships capable of carrying a tank into battle.000 M22A3: $3 500 000 M40: $5 500 000 LOADED WEIGHT: M34A2: 19 000 kg (19 tones) M22A3: 28 000 kg (28 tones) M40: 35 000 kg (35 tones--Too heavy for the UD-4 Dropship) MANUEVERABILITY: M34A2: -4 M22A3: -6 M40: -7 LOCATIONS: STRUCTURE ARMOR MAIN BODY: M34A2: 6K 3K M22A3: 7K 3K M40: 9K 4K MAX SPEED: M34A2: 100 M22A3: 90 M40: 70 ACCELERATION: M34A2: 35 M22A3: 30 M40: 21 VEHICLE HARDPOINTS: Every vehicle has one hardpoint for their main gun. proponents of this scheme wish to see a radical increase in Marine armor capability once the U-24 is in service before proper integration with the aero/ground teams can take place. 1 meter blast radius. Range: 25 000. is still readily apparent. Damage: 5K. this is rectified with the N1 Snakefighter. One additional hardpoint is available for additional firepower. which is a ERFB (Extended Range Full Bore) Standard Gun. their psychological value and their ability to chock even a prepared opponent. its is because of new models and concepts being proposed by the Colonial Marine Tactical Studies School which advocate a reversal of Marine 70 ‘flexible’ armored doctrine in favor of employing dedicated tank-led ground teams. ROF: 1. PERFORMANCE TOTAL COST: M34A2: $2. WA: +3. Shots: 30) M22A3: (Targets: Ground targets. Partly. However. Shots: 50 . 3 meter blast radius. The M40 has two more.Aside from the impressive firepower of modern tanks. ROF: 1. BASIC ARMAMENT: M34A2: (Targets: Ground targets. Colonial Marine aerospace /ground teams rain in cooperation with the armor units on a regular basis. Range: 20 000. Also. the armor is grouped en masse with mechanized and airborne infantry in support.

Before. giving lower weight and higher maneuverability. UT-05 MINING RACK: A sealed suit but don’t let that deceive the user. Mining consortiums have been known to operate larger versions. not all variants have sealed cockpits. Racks have been replaced by powerloaders in certain situation especially in hazardous environments where flat terrain is not available. they had reaches their final form but not before all the other designs being stolen by other groups. The sealed system is designed only to keep in the pressure in adverse environments. With the addition of the McKinley 2. The biggest modification was the control system. M-442 MARINE RACK: Sealed Combat suit with less firepower and armor than the MOX Beserker suit but equally as maneuverable. As a result. The only noteworthy form of armament ifs a large flame device similar to the M340 Flamethrower. it was deemed too difficulty for a normal human to operate. No weapon systems. several different variants of the RACK can be seen by smugglers. It offers no protection. In fact only two. The Loader arms remain and the Strength dropped.M-442 “RACK”—POWERED ARMOR (TL 5. the ST-BETA still exposes the pilot. but an armored bathtub protects him/her for heavy fire. PERFORMANCE TOTAL COST: M-442: $1 200 000 P-7999: $650 000 UT-05: $850 000 ST-BETA-5: $1 000 000 . By TL6. A pulse Rifle has been added to the arsenal with double capacity ammunition. are pressurized. The transparent geranium canopy is strong but totally vulnerable to weapon’s fire. the RACK is now capable or a normal pilot with little stress in combat situations. including he CMC model. The basic design was built around the Weyland Yutani’s MAX Beserker Armor. Most others are open like the P-5000 Powerloader.5. Also. 6) The RACK has gone through several design changes through the year of release a TL5. Generically. and civilian security groups. Armed with one Boyars Pars 150 Phased Plasma Cannon. or one 20 MeV turboalternator powered charged particle beam cannon as well as a M-240 Flamethrower.5 Terabyte control processor to handle the guidance and the complex systems of the beast. The CMC’s variant has remain unchanged since the final release model. beekeepers. ST-BETA-5 SECURITY RACK: A modified version of the Power rack. P-7999 POWER RACK: Exposed Cockpit system with twice the STR as theM-442 but much more maneuverable than the Basic powerloader. This resulted in the need to permanently install the Beserker pilot. one Republic Dynamics M2025 40 mW free-electron lasers. Its arms have been modified with powerloader appendages with an extension beam that allows the “hand” assemblies to extend up to six meters from the bas elbow when needed.

MV: Maneuvering Value.5 K (25 SDP) UT-05: 1K 0.5 K 0. AEROSPACE SPECIAL NOTES FOR SHIPS STATISTICS Body: Structure in kills.LOADED WEIGHT: M-442: 4 P-7999: 6 UT-05: 7 ST-BETA-5: 5 STRENGTH: M-442: 9 P-7999: 12 UT-05: 11 ST-BETA-5: 10 MANUEVERABILITY: M-442: -1 P-7999: -4 UT-05: -5 ST-BETA: -4 LOCATIONS: STRUCTURE: ARMOR: MAIN BODY: M-442: 3K 2K P-7999: 1K 0. WT: Weight in tones. Taken off the pilot or navigators Reflex when flying the ship in difficult . One Republic Dynamics M2025 40 mW freeelectron lasers. ST-BETA-5: A Pulse Rifle has been added to the arsenal with double capacity ammunition.5 K (25 SDP) ST-BETA-5: 1K 0.5 (25 SDP) UT-05: 1. NOTES: All arm weapons are considered turrets for special rules. P-7999: None UT-05: The only noteworthy form of armament ifs a large flame device similar to the M340 Flamethrower.5 (25 SDP) ST-BETA-5: 2K 1K ARMS / LEGS (2) M-442: 2K 1K P-7999: 1K 0.5 K (25 SDP) MAX SPEED: M-442: 18 P-7999: 12 UT-05: 10 ST-BETA-5: 16 ACCELERATION: 6 VEHICLE HARDPOINTS: See below BASIC ARMAMENT: M-442: One Boyars Pars 150 Phased Plasma Cannon. OR one 20 MeV Turboalternator powered charged particle beam cannon as well as a M240 Flamethrower. Arm: Armor in kills.

Orbit: Maximum sublight speed in au / hour SR: Ground Sensor Range in km. 1 Snakefighter or 1 Cargo-Crawler. The Snakefighter is too large to fit in a dropslot. Are not designed to bay craft bay but are often used as vehicle bays (eg: The UD-4 Dropship can carry one M-577 APC in its bay). Drop Slots: Placed in the belly of a craft. Additions: Special systems. It is ideal for it's role as a troop deployment weapon. The standard velocity is 1 au / hour. FTL: Range of the FTL drive before it must shut down and recharge (see rules) FTL Speed: Light years per day. A cargo slot can carry either: 1 Narcissus. These are designed to eject craft quickly from the mother ship in one combat round. Cargo Slots: How many 50 tone cargo spaces are on board. Basic Armament: Standard Payload. or EEVs Internal Armament: The weapons stowed on board. In increments of 5 kmph. Usually for ground thrusters. or front loaded bays that allow craft to move easily back and forth. . It has a primary place in the heart of an invading Marine Infantry Platoon. Crafts Slots: Top. Orbital: In AU. Each HP has one space…see weapons for space occupancy. whether it be parachutes. These could be many small bays or one big one. Evacuation: The type of escape procedure. Automatic Skill: Basic Automatic Pilot skill. Flight in a ground combat situation when the ship is dodging and weaving. each dropslot can hold either: 1 Cheyenne or 1 Stingray. Unlimited means the space drive and the atmospheric drive are the same. Unlimited means it runs it has a FTL drive which provides more than enough power for orbital travel. Space sensor range x100. Range: Atmospheric: In kilometers. “Full Stock” means everything that is available on the gear list including power loaders. 1 TSAPC. side. Entering into service at the end of the Tientsin conflict.manuevers. Loading and unloading of craft take five combat rounds. spacesuits.. Orbital communication is automatic and unlimited within a star system “Orbital” means a craft cannot land and is effectively unlimited. 1 Dutton. the Cheyenne is a multi role light aerospace shuttle with a payload capability of 16.000 kg. “FTL” means the ship can communication with tachyon beamers at a speed of 2 ly/day anywhere. Perimeter Alert is at x1000 Communication range: Range of ground based transmissions. GMs discretion. DROPSHIPS DROPSHIP UD-4 CHEYENNE The UD-4 Cheyenne is a Dropship and tactical transport used by the CMC for a variety of roles. Crew: Minimum crew to operate the craft as well as the maximum capacity of passengers Maneuverability: This is a special bonus or penalties to the craft in special conditions like ECM or penalties in an atmosphere. All vehicles (including the TSAPC) can fit in one slot. Mach: Top atmospheric speed (Straight line). Hardpoints: How many Hardpoints the vehicle has. Move: Maneuvering speed.

5 w x 2. which can cause the Cheyenne to prematurely depart controlled flight. In the event of an emergency. extending to hold cargoes in place when the deck is raised. At very low speeds and at altitudes below 500m. If a breach is detected. As transition is made through the stall speed.. and as the Cheyenne approaches the stall it tends to fly increasingly nose-high. seated in tandem. Within the bay. differential hull temperature and ionization. which at supersonic speeds. germanium.4 without adverse effects on dropship handling. as well as using it's internal cannon. cable runs and the blower pipes from the forward turbines to the aft lift nozzles.. The main fuselage also features the mounting points for the main weapons pods and the secondary weapons bay. It handles well above the specific purpose for which it was designed. latches are automatically activated.92 meter wide deck ramp suspended from four dual-hydraulic assemblies. The deck ramp can comfortable carry a fully-crewed M577 APC (with turret stowed) or a HALOS stores pallet.4 h meter (102. The pods cannot be deployed at speeds above transonic because of the adverse effects of drag and the torsion caused by dynamic pressure on the pylons.6 m3) volume with a 3. The total span of the pods when deployed is 15. and even a tiny hole can cause oxidation or 'burn through' when atmospheric speeds exceed Mach 5. The payload bay is a 9. The spacious pressurized cockpit is accessed from the payload bay and features two crew positions. All things considered. VTOL hovering flight is recommended. The Cheyenne is at it's nimblest in the hover.000 m and speeds below Mach 1. maneuvers in conventional flight greater than +3 g are prohibited due to the excessive stall speed. a sensor net is bonded to the inside of the skinning to monitor for breaches.5 l x 4.4 m pylons can be deployed crosswise to secure the ordnance within the pods. and is able to raise the cargo completely into the payload space from ground level. turns greater than +1 g are prohibited. Canopy transparencies are made from single-crystal quartz. a warning is flashed to the cockpit monitors to notify the crew. The secondary bays also fold flush against the sides of the lifting body. In addition to it's role as a transport. The main weapons pods are attached to cross-folded pylons just forward of the ramrocket intakes. At subsonic speeds the lifting body configuration generates little lift and the pilot becomes increasingly reliant on the flight software and lift from the vectored thrust engines to deep the dropship stable in the air. To prevent such accidents. flash coated with gold. nothing can be expected to handle as it was designed. the secondary bays can be deployed at super-sonic speeds up to Mach 2. When fully loaded. explosive cord blows the canopy off and the crew are ejected clear of the ship.3 m. the Cheyenne can act as a gunship with it's weapons pods and fixed point rockets. Stall speed is very high. Both crew sit in Martin-Siekert R2102 zero-zero ejection seats which are cleared for operation at any altitude below 10. the 4. here the Cheyenne delivers above and beyond. Unlike the main weapon pods. Though the airframe is nominally stressed to +6 g. molybdenum and iridium to provide protection against bright light and short-wavelength lasers. but not as well as the pilots who push these craft to their limits would prefer. this is the ship of choice if you're getting into some heat.It's main feature is it's ability to take off and land from unprepared sites. The UD-4 is a reliable craft in all realms of it's aerospace operating platform. response is crisp in all axes and the dropship is a very steady weapons platform. here. and can be sprung out to expose all the weapon hardpoints and allow exhaust space for weapons launch. A 20 cm cavity to either side of the payload bay separates the cargo volume from the outer skin and contains the main structural members. preventing the entire cockpit volume from becoming a radar reflecting cavity. . The coatings also act as a radar reflecting surface. vertical lift from the nose and stern nozzles are bled in to prevent departure.0. It must be noted that even light damage can prevent a dropship from lifting into orbit. but with in the world of war. A breach of the fuselage skin will seriously compromise the ship's high-speed thermal protection. and is a popular craft with it's pilots.

with 3 divisions within each category. the Cheyenne can operate in the close-support gunship role by deploying weapons pods and hardpoints for rockets and missiles. "Characteristics. backed up by Global Positioning from reference satellites where available." gives a general description of the UD-4 as a combat unit. influencing the shape of many derivatives and successors. Antijam features are classified. this version was also equipped with the main weapons pods only. where the main focus is specific tasks or advantages. The menu to the right gives you the option of viewing any of these files. The second category breaks the craft down into individual systems. The fuselage was stretched by 1. The first. the UD-4L incorporates an improved sensor and fire control system as well as being the first to include a comprehensive defensive suite fit. throttle and stick settings.5 m to allow an extra 16 m3 of payload space. Shorter by 1.A USCMC life-extension program upgraded all existing UD-4B airframes to 'H' standard. Dropship communications are handled through a AN / ASC-155 digital datalink offering HF.Original production variant powered by Atco Wyoming F23 lift turbines.5 m than the later variants and with less payload space. There is no manual reversion since the dropship is too unstable to be flown with direct control inputs. making it the first variant capable of carrying the M577 APC. all handled through the Herriman-Weston 5 / 480 flight computer. producing 243 kN thrust each. UD-4E . Flight control is quadruplex digital fly-by-light with automatic self-monitoring and reversion to back-up modes. comprising a Pilot and a Crew Chief / Weapons Officer. this was the first to employ the secondary weapon bays and a dedicated Gatling gun system. Secondary missile bays and the Gatling guns were now fitted as standard.This was the UD-4B re-engined with F29-L-13 turbines to give extended atmospheric range. as well as using its own internal gun. altitude. Derived from and original Department of Defense requirement formulated at the end of the Tientsin conflict for a multi-role light aerospace shuttle capable of lifting heavy payloads up 10 16. video or computer links in a stressed environment. In addition to carrying its large payload. VARIANTS UD-4B . The UD-4 'Cheyenne' is a versatile dropship and tactical transport employed in a primary role in the United States Colonial Marine Corps.An upgrade of the 'H' version assault transport. The Cheyenne's unique flexibility comes from its ability to lift itself into orbit under its own power from unprepared landing sites with the aid of its vertical takeoff (VTOL) capability.The definitive production variant of this type. UD-4L .A gunship variant. Navigation combines an inertial system with ring laser gyros and strapdown accelerometers. . not to mention a deadly weapon if deployed correctly. Information on this craft can be broken down into 2 categories.The Cheyenne has a crew of two. UHF and SHF broadcast options. This was designated the UD-4J. including ingress and egress to the target zone as well as landing and docking cycles. UD-4H . the UD-4 has evolved into the definitive dropship design.000 kg. though they are known to include adaptive HF spectrum techniques to achieve a low probability of intercept and frequency hopping. UD-4C . VHF. the UD-4H included a major redesign of many systems and components. An intelligent autopilot facility allows the automatics to fly all phases of the mission profile. and the lift engines were upgraded to a broadspectrum sensing array and command datalink. The Cheyenne is a very reliable and complex machine. UD-4J . The hardware includes two 12-channel receiver / transmitters with the associated antennae capable of establishing high performance voice. Engine thrust and nozzle settings are automatically moved to their optimum positions depending on speed.

32 x 150 mm rockets. 6 for the 4H and 4L Basic Armament: UD-4B: 1x25 mm "Gargoyle" Gatling.5 2 3 3 2. much of the ship’s functions can be handled by relatively inexperienced personnel. Additions: Fire Retardant. intended for patching up non-lethal combat injuries. and engineer. 1 optional gunner. 3000 for the 4H and 4L models Crew: 1 Pilot. May be replaced by higher TL weapons. 32 x 150 mm rockets. Sleeping Bags. high sublight velocity in space.5 7 9 11 9 10 SR 11 11 11 20 15 20 Communication range: 2300 km. the NTV Mk1 is a unique “super dropship” in that it provides a platoon with interstellar mobility and relative self-sufficiency. 10 Pistols. weapons officer / navigator.STATISTICS Variant UD-4B UD-4C UD-4E UD-4H UD-4J UD-4L Body 3 4 3 5 4 5 WT 30 35 35 40 30 40 Armor 1 1 2 2 2 3 MV -2 -3 -3 -2 -2 -1 Move 150 200 250 300 200 300 Mach 2. 3xAIM-90 missiles. comprising a pilot. UD-4E: 1x25 mm "Gargoyle" Gatling. 8x120 mm rockets. NTV Mk 1 SNAKEFIGHTER Nicknamed the Snakefighter by its design team. UD-4H: 1x25 mm "Gargoyle" Gatling. The living quarters are spartan. 3 x TSAM Missiles. Its flanks dominated by enormous thruster pods. the Snakefighter is capable of rapid atmospheric maneuvering. 8x120 mm rockets. “ (ie casualties). Evacuation: Parachutes--60 Armament package: 1 Smart Gun. UD-4L: 1x25 mm Gatling. 8x120 mm rockets. Range: Atmospheric: 10 000 km (15 000 km for 4H and 4L) Orbital: 80 AU Cargo Slots: 1 Hardpoints: 4. 32 x 150 mm rockets. Emergency Rations. Standard crew complement is 10. due to a high level of automation and user-friendly design. All have +1 Dodge in space. Raft. 1 Co-Pilot. UD-4J: 1x25 mm "Gargoyle" Gatling. and substantial payload hauling. 6 Pulse Rifles. 32 x 150 mm rockets. UD-4C: 1x25 mm "Gargoyle" Gatling. The medlab is fairly basic. copilot. In case of “crew attrition. 8xAGM-220 missiles. . 3xAIM-90 missiles. Life support for up to 50 personnel. 8x120 mm rockets. and the lack of bunk space forces the crew members to rotate their eating and sleeping. 4 Flamethrowers. Flares.5 3 Orbit 8. 3 x TSAM Missiles. Maneuverability: 4H and 4L models have a +2 dodge of guided missiles.

with maps. 2 x TSAM Missiles. The sole mission of the AD-17 is maintenance of a No-Air-Threat zone over the battlefield. Additions: Fire Retardant.The main loading ramp is divided into two smaller loading ramps. Maneuverability: +4 dodge of guided missiles. STATISTICS Variant NTVMk1 Body 10 WT 250 Armor 4 MV -5 Move 100 Mach 2 Orbit 15 SR 100 Communication range: 10 000. Bunks for 30 passengers. 16x120 mm rockets. monitors. 2 XIM-28A missiles FIGHTERS AD-17 COUGAR STRIKESHIP The AD-17A Cougar is the youngest and perhaps fiercest generation of air superiority fighters in existence today. 3xAIM-90 missiles. Raft. and a sliding command chair. which can be operated independently of each other. 15 Pulse Rifles 8 Flamethrowers. Emergency Rations. Pilots of the AD-17 claim an overwhelming percentage of successful dogfights. 64 x 150 mm rockets. the AD-17 is indispensable. Logistically. 1 Gunner. The tactical command post is similar to a standard APC interior. It's fast and maneuverable control. 20 Pistols. 1 Engineer. Sleeping Bags. 1 Co-Pilot. Designed by DigArch Corporation as an answer to an ever changing battlefield. A crane in the ceiling of the cargo bay aids vehicle maintenance and cab be used for storage.5 ly/day Cargo Slots: 2 Hardpoints: 12 Basic Armament: 2x25 mm "Gargoyle" Gatling. Evacuation: 2 EEVs. the Cougar once again places the advantage into the hands of the USCM. both keeping enemy air activity under constant control and protecting allied warplanes from sudden attack by orbiting carrier-based gunships. May be replaced with high TL weapons. Flares. FTL Crew: 1 Pilot. 8xAGM-220 missiles. This can be attributed to several distinguishing features in the AD-17 that combine to make the . Range: Atmospheric: 50 000 km Orbital: Unlimited FTL: 4 ly FTL Speed: 0. combined with state of the art weapons delivery make it ideal for control of the skies. 120 Parachutes Armament package: 4 Smart Guns. Life support for up to 100 personnel.

The 20mm "Gargoyle" is contained just to the upper right of the cockpit. the unique system will cycle out missiles one at a time. The Cougar incorporates a tail-less airframe. Life support for 2 personnel. The AD-17 Cougar employs a Fredrickson 20mm "Gargoyle" servo-slaved gatling anti-aircraft cannon. The Cougar can engage and destroy targets before anyone knows it's there. moments before the actual firing of the weapon.Not yet employed on the battlefield. Maneuverability: +2 dodge of guided missiles. Carrying up to two Long Lance anti ship missiles. 1 Space Suit. making it a difficult target to intercept. so the System will perform a 12G lock-out. This plane can fly invisible. The AD-17 handles as well as a plane with tail fins. and allows for greater air dominance and flexibility in missions. allowing for high G maneuvers.fighter not only highly stealthy. Additions: Fire Retardant. Flares. Evacuation: 1 Parachute. This would be departmental to a pilot's health. Sleeping Bag. will undoubtedly spawn a new era of combat aircraft. This still allows the pilot adequate room for pushing this craft to the limits in a dogfight. This new system allows for flight previously restricted to slow hover craft or high speed helicopters. although still classified. The engress time of the AD-17i is approximately one tenth that of a conventional gunship or shuttle. The AD17i is fitted with a separate targeting system which controls a new rack. the final experimental version. and leave faster than anyone else in the sky. the AD-17i can engress orbital targets and fire before returning to NOE cover and returning to forward base. A highly advanced vector matrixing OBCS can provide for mach +4 NOE flight patterns. STATISTICS Variant AD-17A AD-17I Body 4 4 WT 14 14 Armor 2 2 MV 0 +1 Move 300 350 Mach 4 5 Orbit 12 SR 20 20 Communication range: 3000 km Crew: 1 Pilot. When entering combat. and the AD-17 remains the most maneuverable warcraft ever created. 8 for 17I . Carried in the belly of the AD-17 is a TIAS controlled missile rack. replacing one of the older ones in the plane. the offensive weapons of the Cougar can be protected and subtracted from the total air resistance of the plane. This gives the AD-17 an advantage over normal craft in speed and maneuverability. thus reducing radar signature and strengthening the airframe. but also quick and agile. UMF tests of the AD-17 gauged +23G's on standard maneuvers. but due include downgrading the computer and structural wireframe. this craft has a ceiling of well above low-orbit. several limiters had to be built in to the computer system to disallow the pilot freedom of movement. AD-17i (TL 4) . and with two racks the total number of Missiles is increased to 32 AIM-90's or 24 AGM-204A's. incorporating a distinctive Vector Control Directional Changing jet nozzle system. Armament package: 2 Pistols. the changes made to the battlefield Cougar are few. This new missile rack can carry and launch two XIM-28A Long Lance anti-satellite missiles. and has a Jullet cooling system running from the engines to cool the gun during use. this is an extremely powerful addition to the Cougar. VARIANTS AD-17A Original production and still the only version used in battle. Emergency Rations. The Cougar can carry two types of missiles. However. Varies only slightly from the XT-94T. Raft. The AD-17 Cougar Strikeship is the first of a new class of fighter aircraft. Up to twelve AGM-204A's or 16 AIM-90E's can be carried on each missile rack. With a cyclic rate of 300 shells a minute. and the development of the new vectoring system has given the Cougar freedom of design. Hidden from view during normal flight. This new improvement. cutting the effectiveness of the AD-17 by only 12%. with a third type being introduced into the new AD-17i versions of the plane. Range: Atmospheric: 7 000 km Orbital: 5 AU for the 17I only Hardpoints: 7. The traditional tail fins which keep the plan in a straight line with it's AOL and indented direction have been replaced by Vector Thrust and computer rendered flight paths. but cutting the cost of each unit in half.

the Stingray was cheaper. The CMC’s findings were inconclusive. 12 AGM-204A's or 16 AIM-90E's can be carried on each of two missile racks. Under funding by several corporations. It is also equipped 8 XIM-28A Long Lance anti-satellite missiles and two NIC-79 Captor Missiles on Hardpoints. the AD-19 Apache. May be replaced with high TL weapons Range: Atmospheric: 20 000 km Orbital: 500 AU Hardpoints: 9 Basic Armament: 30 mm Railcannon. Raft. The HA-117 is more related to the Cheyenne than the Cougar. The designs were solid and competition was close. The UD-5 had superior maneuverability but the HA-117 won over with a robust design with a very pleasing simplistic schematic. 24 150 mm rockets are also internally mounted. 8 XIM-28A missiles. Its small wingspan adds maneuverability but pound for pound. it was designed to fly in squads and take down the monstrous battlecruisers orbiting above planet. the Stingray is three times more massive. Basically put. Evacuation: 3 Parachutes. The UD-5 Prototype promptly vanished from the Test Bed a month later. Emergency Rations. It does not have a high cyclic rate so its effectiveness against fast moving ground targets is limited. the CMC made a generic open call to all military contractors to design and pitch a space-superiority fighter designed for escort of cargo fleets and support of dropships while they are traversing the vulnerable re-entry zone. 2 NIC-79 Missiles. Sleeping Bag. the Stingray has pure strength. and the HA-117 Stingray. Armament package: 2 Pulse Rifles. As of yet. the Cougar will defeat it in an atmosphere. “Thunderhawk” 30 mm Railcannon designed to operate purely in space. three designs trickled to the surface: The UD-5 Thunderbolt. After several years. 12 AGM-204A's or 16 AIM-90E's can be carried on each of two missile racks. Just from a size comparison. STATISTICS Variant HA-117 Body 6 WT 35 Armor 2 MV -3 Move 350 Mach 4 Orbit 30 SR 100 Communication range: 5000 km Crew: 1 Pilot. 2 XIM-28A missiles. a month before the official release of the HA-117. 2. Whatever the cause. an identical design was spotted in a UPP patrol group. It was developed as a fighter designed purely for space. HA-117 STINGRAY COMBAT INTERCEPTOR The Stingray is a new prototype fighter. Bunks for 2 Maneuverability: +1 dodge of guided missiles. 1 Co-Pilot Life support for 4 personnel. 2 Space Suits. Rumors indicate that the design was sold to a rival group. 24 150 mm rockets . Sabotage was suspected when the AD-19 Apache by Alphatech crashed in a routine maneuver.Basic Armament: AD-17A: 1x25mm "Gargoyle" gatling. It is hoped the upgrade capability with the Stingray will allow the arms race to continue. +2 in space. Very little can be seen going wrong with future variants. instead. It was not designed to take out ground armor like the Cougar. The Stingray is equipped with a nose mounted. Additions: Fire Retardant. On the other hand. the HA-117 is now operated by rival territories. direct military conflicts with these fighters have not occurred. Flares. indicating that the design specs were either sold to the UPP or stolen. Rival or not. AD-17I: 1x20mm "Gargoyle" gatling cannon.

Capability-wise. the TSAPC would drop like a rock. The first. This is not to mean that the TSAPC is inferior. it is almost 60% lighter because of the absence of a primary turret and shell weapons and the decrease in armor. Even though it is larger. which was removed to lower weight and reduce drag. These are maneuvering wings with thrusters installed to help stability. In a one-on-one fight. at 15. the TSAPC bears several radical differences. The TSAPC measures larger. The M-1000 has a very powerful. the reactor engines move out of the sides and stabilizer wings fold from the top. It still doesn’t beat the warhead capacity of the UD4 or the heavy particle cannon of the standard APC. Not nearly as armored as the UD-4. the M-1000 is much more maneuverable. when grounded.5 meters high. the TSAPC and the APC are almost identical. the odds are even. Far from.M-1000 TSAPC TRANS-ATMOSPHERIC PERSONNEL CARRIER (TL4) The TSAPC project team attempted to cross breed a dropship with an APC. but its accuracy is unparalleled. an aero-formed body. As it lifts off. They offer little stability in an atmosphere. Even though the M-577 has the turret. When grounded. triplebarreled particle turret on the nose that is more powerful than any other primary weapon. The most notable change is the absence of a gunnery turret. rapid fire.4 meters long and 2. That and the fact that the after a quick 30 second prep. If the VTOL engines went off line. prevents air drag. it serves usually as support craft for large groups of Dropships to carry additional troops when UD-4s are not available. The M-1000 is also fast on the ground. the TSAPC is less armored with a slight change in weaponry. the TSAPC is slow and clumsy. its wheels fold in slightly and engines scream. Bearing more than a passing resemblance to its ground-based counterpart. although not a lifting form like the UD-4. can . replacing its shell cannons with Particle Beams. In space. When preparing for flight.

20 Pulse Rifles.Move Mach Orbit SR M-1000 3 25 2 -3 35* 70 0. filling a niche in the CMC/Marine inventory that will not be filled until the commissioning next year of the first of the new Bougainville class attack transports. Additions: Fire Retardant. NO longer does a strike team need to waste precious time waiting for the dropship to pick them up. the TSAPC is still a rarity even though it becomes standard equipment on Bouganville Attack Transports. however. At TL 6. The TSAPC can just take off. Crew: 1 Driver. When you look at it as a dropship. Sleeping Bag. At this TL. Flares. Evacuation: 35 Parachutes Armament package: 4 Smart Guns. Raft. 30 Pistols. this role has evolved over years of operational use from a fleet prime mover into that of a light assault ship with secondary responsibilities for space control and orbital bombardment support. 1 cryotube. it is far superior. . 35 at TL4. the armor is equipped with Grant Corp nutra-gel to combat xenomorphic acid.5 5 10 *Meaning 175 kmph with a 30 km acceleration. STATISTICS Variant Body WT Armor MV G. 27 remain in service at TL3. 25 at TL 5 and less than 10 at TL6. 10 Shotguns. Communication range: 500 km. Range: Atmospheric: 1 000 km Orbital: 500 AU Hardpoints: 1 Basic Armament: Triple Barreled Particle Beam SPACE-BORNE DREADNOUGHTS CONESTOGA The Conestoga class vessels were originally designed as a troop and logistic transports with a limited defensive capability. 1 optional Gunner.Move A. 10 Flamethrowers. Emergency Rations.achieve flight. As an APC. Life support for 30 personnel. FTL. Thus comes the final great advantage. Bunks for 15. Of the 36 Conestogas built. May be replaced with higher TL weapons. the M-1000 is slow and clumsy.

allowing maximum thrust for short periods. the entire assembly can be jettisoned before an explosion occurs. Its warhead is a forged fragment ring that creates a . If the crew is in hypersleep. the Conestoga employs a Romberg-Rockwell Cygnus 5 tachyon shunt hyperdrive. micrometeorite shielding. The ship may also be scuttled by the CO. Underneath the cargo area reside the Conestoga's dedicated dropship/shuttle hangar with capacity for up to four UD-4L Cheyenne dropships. The foremost hull section provides the main cargo area for the Conestoga. the Conestogas use a lithium-hydride or 'dry' fusion plant. Spaceframe composition consists of bonded alloy and composite beams. combat or navigational decisions made by the ship can be overridden by the commanding officer. The specific gravity of the fuel is 0. their capsules will be loaded by the automatic systems. The missile is self guiding. When FTL travel is necessary. and aerogel. Hull armor consists of one armored skin. The spaceframe extends forward and aft of the vessel's primary power system. The normal cruising speed sustainable by these units is . The hull is also covered with radar absorbent material. The Conestoga is equipped with a 28 Terabyte. causing the reactor to go supercritical fifteen minutes after initiation. allowing it to be shipped and pumped as if it were a liquid. The armor is composed of laminated insulators. carbon-60 based core mainframe. The LiH plant accepts the powder in very fine form. operation of the is fully automated. However. and increase efficiency and safety. To maneuver in realspace at sublight speeds. In effect. the Conestoga is equipped with four Gates-Heidman GF-240 rockets than derive power from the main reactor. fuel consumption is astronomical. Five 25x10 meter cargo doors on each side of the hull provide access.6 Terawatts. Most damage control is automated by the Conestoga's mainframe. and administered into the powerplant as a blown dust. The Conestoga carries 8 type 337 emergency escape vehicles. at any time. Protection against projectile weapons is limited. The basic fuel for the plant is the crystalline powder form of lithium-hydride.74 light years per Terran day. These materials provide enough strength for massive acceleration while remaining flexible enough to withstand atmospheric re-entry.100 metric tons. However. The hull coating is laser absorbent to reduce lidar detection. composite material.Over 385 meters in length and massing some 78. each rocket provides a thrust of more than 35. The powder must be stored in double-lined containers to prevent contact with water. making it extremely space efficient. emergency evac is prompted by the CO or automated systems.82 metric tons per cubic meter. The Conestoga carries a light complement of weaponry that allows it to function as a light cruiser. but the aerogel is capable of dissipating radiation from lasers and particle beams. Backup is provided by an 8 terabyte mainframe and local terminals dispersed throughout the ship. Like most military vessels. the Conestogas are designed to an 817-0 layout. as with all spacecraft. At maximum power.000 metric tons. The ship is colored in a dark charcoal scheme to reduce visibility. The engines vents are provided with infrared suppression/dispersion. the ship could pilot itself and fight a space battle even if the crew were all dead or in hypersleep. otherwise it will dissociate and react violently. heavier than that on civilian transports. and is capable of homing through the reception of several different formats of energy emission from the target. Self-destruct protocols are initiated manually. If the vehicle is damaged to the point it becomes untenable. All propulsion units are located aft of the Conestoga’s main reactor. an asymmetric configuration which offers the optimum cargo capacity within a compact and well-armored hull. All Conestoga class vessels employ a dual drive method for sublight and Faster Than Light (FTL) movement. To reduce crew workload. The main space-to-space punch is provided by eight XIM-28A Long Lance ASAT missiles within a dorsal launch bay. a Westingland A-59 fusion reactor with a maximum generating output of 3. avoiding the problems of cryogenic storage associated with civilian reactors fueled by heavy hydrogen isotopes such as deuterium and tritium. They have even been retrofitted into improvised dropship/shuttle launch bays. If the reactor suffers severe damage.

2 maneuvering drones Z-1 RAZZIA The Razzia is simply put. 4 30 mm railgcannon turrets (each turret has two linked guns). Two more rolled off the construction by TL 5. It must keep clear from any maneuvers that could cause it to dangerously approach a planet. the second model was released. 60 orbital mines. the Conestoga mounts twin railguns in dorsal and ventral turrets. She can carry a sizable Marine complement while defending herself from attack. Space-to-surface capability is provided by a magazine below the cargo bay and forward of the dropship hangar. Four Grant-Corp Pulse Drives occupy the rear of the ship for sublight travel. Additions: Full stock. It is not even alowed to slingshot around gravity fields like Conestoga’s can. the ship still crawls through a star system. At TL 2. Evacuation: 8 EEVs. It may be slow. FTL Crew: 1 Navigator. the original. Hardpoints: n/a Weapons are fixed. What it looses it speed.1 light years a day. 30 Shotguns. up to 30 other weapons. Armament package: 10 Smart Guns. This has made the Conestoga the prime movers of the Marine fleet for almost two decades. some space stations and mining platforms have measured larger. the Razzia is the largest man made creation that can move under its own power. with a practical range of 100 km. At least three must operate the flight controls when near a strong gravity field. 20 decoys. The Conestoga mounts 80 megawatt infrared lasers capable of vaporizing railgun fire or crippling incoming missiles and fighters. Like the Conestoga. the McKinnley Ion Mark 1. Twin 800 megavolt particle beams run parallel to the ship's main axis. The Razzia is over 3. But for pure bulk. Even with its awesome thrust capacity. A ventral launch bay carries 60 orbital mines. Range: Orbital: Unlimited FTL: 15 FTL Speed: 0. Oh sure. survives the war by TL 6. The Razzia and its sisters are all owned by Grant-Corp but are often leased to whomever needs them. A dorsal bay amidships also carries 20 decoys designed to present a radar signature mimicking the Conestoga's. 200 Pistols. Close-in defense is handled by port and starboard laser turrets. the largest spacecraft ever constructed. For close combat. Only one. The armament carried by the Conestoga enhances her flexibility. 2 Particle Beams. it can traverse half way across the core worlds without refueling at a top speed of 1. but it offers the comfort and power of pure mass. allowing her to function as a multi-role platform independent of a fleet or taskforce. Basic Armament: 8 XIM-28A missiles. Grant Corp uses them almost exclusively. The Razzia is somewhat flawed this way. 200 space suits 80 Re-Entry Pods. These weapons are powered from storage cells between the main reactor and the weapons. Secondary punch is provided by several systems.000 Armor 8 MV Move -8 - Mach - Orbit 10 SR 100 Communication range: Orbital. 2 000 more capable in Cargo Maneuverability: +8 dodge of guided missiles. self-guiding re-entry vehicles are carried. it is mostly automated. 1 Engineer.lethal burst of fragments. there is only the prototype. carrying mostly support and mission personnel. The base crew is fifteen. Capsules for 90 crew. STATISTICS Variant Conestoga Body 20 WT 78. 80 free-fall. enough to deny low orbit to large ships.. There are also two maneuvering drones designed to confuse enemy spacecraft. The Razzia is a fast jump ship but a slug at sublight. By TL 4. A single hit from a railgun round is often enough to cripple a ship. 6 infrared lasers on turrets. or provide orbital bombardment in support of a Marine landing or planetary action.5 kilometers long. With it. May be replaced with higher TL weapons. Muzzle velocities exceed 12 km per second. .74 ly/day Drop Slots: 4 Craft Slots: 1 Cargo Slots: 6 Automatic Systems: Base 11 skill. The Razzia has the largest jump drive ever constructed. it makes up for in strength. 100 Pulse Rifles 20 Flamethrowers. The Prototype is currently on indefinite loan to the CMC at TL3 for an exchange of information. It is an armored strong point and flagship for whatever flag it flies under. Everything on the gear list.

but as a weapon of war. STATISTICS Variant Razzia Body 100 WT 950 000 Armor 10 MV Move -12 -- Mach -- Orbit 7 SR 200 Communication range: Orbital. The Razzia is an experiment in the feasibility of creating one ship to do the job of many. this monstrosity can level entire planets on its own. The Razzia. transporting huge populaces through militarized zones. In every field. 100 Re-Entry Pods. 10 Engineer. . The crew compartments are extremely cosey. FTL Crew: 3 Navigator. sometimes. The Razzia is a juggernaut and requires many a dollar to maintain. Its firepower is effectively triple that of the Conestoga with an additional nuclear payload added for good measure. the Razzia is not much to speak of. That may seem small but the cargo bays can be filled to an unprecedented 15 000. The Razzia has been prohibited from entering large trafficked systems by major groups because of its mass and its potential of armageddon if a catastrophic failure were to occur on board.Besides its base crew capacity. Additionally. Armament-wise. Multiple contracts run at once on board as a result. except in one. Capsules for 500 crew. 500 Space Suits. the Razzia is equipped with over 500 cryotubes. 15 000 more capable in Cargo Additions: Full stock. cost. is employed as a colonizer ship. As a money-maker. Evacuation: 30 EEVs. it succeeds. the Razzia is great for massive evacuations from combat areas. it is unstoppable.

Armament package: Full Stock. Range: Orbital: Unlimited FTL: 30 FTL Speed: 1.1 ly/day Drop Slots: 1 special holding the Razzia Dropship, 10 regular. Craft Slots: 30 Cargo Slots: 100 Automatic Controls: 12 base skill Hardpoints: n/a Basic Armament: 20 XIM-28A missiles, 6 Particle Beams (two forward, two to the sides, one up, and one aft), 12 30 mm railcannon turrets (each turret has two linked guns), 18 infrared lasers on turrets, 100 orbital mines, 60 decoys, 9 maneuvering drones, 8 Nuclear Captor Missiles, 4 STG Ballistic Missiles. STATISTICS

Razzia Dropship

Body WT

Armor MV Move Mach Orbit SR
-9 50 3 15 100

1 850 6

Communication range: 5000 Crew: 1 Pilot, 1 Co-Pilot, 2 Engineer, Life Support for 500 Maneuverability: +1 in space. Additions: Full Stock. Evacuation: 200 Space Suits, 200 Parachutes. Armament package: 10 Smart Guns, 100 Pulse Rifles 30 Flamethrowers, 200 Pistols, 50 Shotguns, May be replaced with higher TL weapons. Up to 30 other weapons. Range: Atmosphere: unlimited Orbital: Unlimited Cargo Slots: 3 Hardpoints: n/a Basic Armament: 3x25 mm "Gargoyle" Gatling, 14xAGM-220 missiles, 6 x TSAM Missiles, 6xAIM-90 missiles, 2 XIM-28A missiles

Measuring more than 500 meters, the Bougainville is the largest spacecraft currently in operation by the CMC. At TL 2, only the prototype is currently in operation. At TL3, 4 are in operation and 6 more are introduced at TL4. By TL6, they have all but replaced the Conestoga. At TL6, the few that are around are specifically used as Xenomorphic extermination. Two Westingland A-59 fusion reactors with a maximum generating output of 3.6 Terawatts power the N-1. Auxiliary power is

provided by a cluster of four Continental Electric AS-4B/AV5 magnetohydrodynamic turbines, each unit capable of generating 20 to 40 megawatts. Unlike the Conestoga, the N-1 uses the new Ryansite tachyon pulse hyperdrive making it faster with a longer range. Hull armor consists of two layers of ceramic and plastic alloy, thicker but lighter than that on other frigates. The hull is also covered with radar absorbent material. The engines vents are provided with infrared suppression/dispersion. The hull is constructed in segmented plates, making it easier to simply replace hole section rather than patching holes. Upon closer inspection, the hull is comprised of a honeycomb arrangement if interchanging hexagons. This absorbs the shock of incoming fire. The Cargo, however, is surprisingly smaller that the Conestoga. It has two cargo bays instead of four with a third specially design to launch a forward mounted M-1000 TSAPC. The two drop-bays can hold either Snakefighers or Cheyennes. Cryogenic hypersleep capsules are provided for sixty crew, marines, and passengers, but there are provisions for troop transport configurations of up to 4000 capsules in the cargo bay. Artificial gravity is provided by field generators parallel to the main axis of the ship. Like the Conestoga, the N-1 is fully automated, being equipped with a 36 Terabyte, carbon-60 based core mainframe. In effect, the ship could pilot itself and fight a space battle even if the crew were all dead or in hypersleep. However, at any time, combat or navigational decisions made by the ship can be overridden by the commanding officer. The biggest change is that, unlike the Conestoga, the Bougainville is capable of landing. It is extremely tricky and not recommended but the ship is equipped with landing gear. It must land on a flat surface and takes more than twenty minutes to accomplish. Taking off takes less time (fifteen minutes or less). All weapons still function but all ships in the drop slots are stuck. Also, the cargo slots can all feed through a main cargo ramp, allowing vehicles to directly load out and in. The Bougainville’s classification was given a general purpose charter, making the craft available for a variety of purposes. The Conestoga is still a useful troop transport but are often flanked now by is more heavily armored that is cousin ship. It carries less but sports heavier armor and more weapons. The assault is provided by twelve XIM-28A Long Lance ASAT missiles hidden in concealed bays. Three 800 megavolt particle beams are built right into the hull, fixed forward, one points aft. These weapons are powered from storage cells between the main reactor and the weapons. The N-1 mounts railguns and laser turrets as well a 80 megawatt infrared lasers. Eighty orbital mines, and forty decoys are also equipped. STATISTICS



75 000


MV Move
-8 30




Communication range: Orbital, FTL Crew: 1 Navigator, 2 Engineer, Capsules for 60 crew, 4 000 more capable in Cargo Maneuverability: +8 to guided missiles. Additions: Full Stock Evacuation: 4 EEVs, 300 Space Suits, 30 Drop Pods. Armament package: 10 Smart Guns, 100 Pulse Rifles 30 Flamethrowers, 200 Pistols, 50 May be replaced with higher TL weapons. Up to 30 other weapons. Range: Orbital: Unlimited FTL: 15 FTL Speed: 0.9 ly/day Drop Slots: 2 with a third for the TSAPC.


Craft Slots: 2 Cargo Slots: 8 Automatic Controls: Base 12 skill Hardpoints: n/a Basic Armament: 12 XIM-28A missiles, 3 800 particle beams, 6 30mm railgcannon turrets (each turret has two linked guns), 9 infrared lasers on turrets, 80 orbital mines, and 40 decoys

The a M class is one of a large group of transports that seem to change daily. New freighter designs pop up every year. Other, have been modified so much, are almost unrecognizable to their original specifications. What makes the “Mega” class apart from the rest is it pure size. It is the largest of the standard unmodified freighters…but what makes it the most common was that all current models built (and all the ones refitted It was refitted to be a commercial towing vehicle in 2116, after that, the M Class have largely been employed running automated ore and oil refineries between systems. The ships mass, 63,000 metric tons, the M Class’s spaceframe is based on a modified Lockmart CM-88B Bison transporter. It is designed to a 6-10-4 layout with three pressurized decks and four main cargo holds. The spare volume is taken by the fuel tanking for the fusion reactor and the reaction mass for the thrust engines. An off-axis hooded frame mounts the docking latches for the towed cargo. The M-Class is sturdy enough of a vehicle to withstand atmospheric re-entries and for surface landings is supported by three main landing shocks. The micrometeorite and particulate shielding is sufficient enough to withstand rough re-entries. The in-flight systems are all controlled by the central "Mother" processor. Mother is a 2.1 Terabyte intelligent mainframe which monitors all of the ship's flight and autonomic functions. A 2.0 Terabyte backup mainframe comes on line in an event of a CPU failure, and a third tier of automatics is also capable of sustaining an autonomic functions should the backup fail as well. The communications fit is standard, it compromises of a 10 and 4 meter hyperstate antenna for any interstellar communications and short-range UHF/VHF/HF radio/video links. The sensors are mounted on pylons which are clustered around the forward hull of the ship and have two 2 m aperture telescopes which are capable of optical, spectrographic and infrared resolution; a gas chromatograph; centimetric navigation and landing radar; a synthetic aperture ground mapping radar; and a mass counter for supralight navigation. The M-Class power core is a Laretel WF-15 2.8 Terawatt fusion reactor. The fusion process is a deuterium/tritium reaction that can fuse the fuel elements in a containment chamber using conversionlasers. The He4 byproduct of the reaction is kept separately and is vented at regular intervals. The power is drawn off of the reactor by a closed-cycle liquid potassium cooling system. Running off into a induction torus which can use the intense magnetic field created by the superheated potassium to generate electric power. The ship may be destroyed by an authorized crewmember by overriding the reactor cooling system and bleed off coolant, which initiates a supercritical reaction in the containment area. After the activation of the self-destruct device, the crew has ten minutes to get far enough from the ship before it's reactor explodes. The supralight drive is a Yutani T7A NLS tachyon shunt which is capable of unladen high cruise up to 0.42 ly per sidereal day (153 cee). When it is towing large amounts of cargo such as automated refineries, the maximum sustainable cruise speed drops radically, about 0.1-0.12 ly per sidereal day (40-45 cee). For maneuvering at sublight speeds when towing large amounts of cargo, the immensely powerful mass reaction engines are required. On the M-Class, the original Saturn J-3000 engines have been replaced to

two Rolls-Royce N66 Cyclone thrust tunnels with bipolar vectoring for midline lifting functions. Each of the powerplants develop a 65,830 metric ton of thrust, using water for reaction mass. When running wideopen, both of the engines give a high impulse thrust totaling of 131,660 kN. The lifesystems comprise of three decks, which include the bridge, crews quarters, and dining area. Others include the science station, the CPU module, medical bays, four main cargo bays, storing areas, and the engineering stations. All of these compromise 1.1 million cubic meters of pressurized volume, including all of the air ducts and the air scrubbing plant. The M-Class has a crew of seven-Ship's Master, First Officer, Executive Officer, Navigation Officer, Science Officer, Chief Engineer, and Engineer's Mate. There are seven hypersleep capsules that have been installed for any long-duration flight. The polarized gravity generators provide the internal gravity and the internal dampening. Beneath the hull, is an external docking bay for a shuttlecraft. The shuttlecraft is capable of being a lifeboat in the case of a ship's evacuation is necessary. STATISTICS



63 000


MV Move
-10 50




Communication Range: 5 000, FTL Crew: 7--Captain, First Officer, Exec. Officer, Navigator, Science, Engineer, and Engineer's Mate. Life support for up to 30. Evacuation: 1 EEV, 20 space suits. Armament Package: 3 Stunner, 2 Flamethrowers Range: Atmosphere: Unlimited. Orbital: Unlimited FTL: 10 FTL Speed: 0.1 to 0.4 Craft Slots: 1—Narcissus Shuttle Cargo Slots: 100 Automatic Systems: 8 Base skill Hardpoints: None

The mass of this shuttlecraft is 48 metric tons, the Shuttle is configured around a single 108 m3 pressure cabin. Which holds storage space and lockers for supplies and any necessary equipment. The spaceframe is of a conventional composite construction, with a ceramic and composite outer skinning. A tricycle undercarriage extends for any surface landings. There are three crew stations for the pilot, co-pilot and a scientist. Though additional seating can be installed.

For any long duration in-system flight or interstellar travel, one hypersleep capsule is installed. The Shuttle is powered by a 9 gW microfusion reactor which drives the two Newington A-24 rocket motors which employ water as a reaction mass. The rocket thrust is vectored through the four aft or two forward thrust tunnels. For the interstellar travel, a Romberg 100c tachyon shunt can drive the shuttlecraft at a low supralight speed. The Lockmart can enter an atmosphere but don’t expect it to maneuver much.


SLI Shuttle


WT Armor
150 1

MV Move
-8 20




Communication Range: 1000, FTL Crew: 1 with up to three passengers. 1 cryotube. Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags. Evacuation: 3 Space Suits. Armament Package: None Range: Atmosphere: 10 000 Orbital: Unlimited FTL: 3 FTL Speed: 0.1 Automatic Systems: 10 Hardpoints: 1 Basic Armament: None

It was a lot cheaper to abandon a ship than retro-fit and refuel especially the old style Nuclear Jobs. A lot of the Industrials just dumped them in decaying orbit, waiting for gravity and atmospheric burn-up to solve their problem. That worked until one of the flamers crashed half-intact near a coffee plantation on the island Hawaii. The radiation killed the indigenous population and made it damn near impossible to find a good cup of “Kona.” So now the Coast Guard tags the floaters and blasts them before they can decay into the atmosphere. It keeps the world safe and gives the guard boys something to do between poker games. They still call them the coast guard, even though the coast they’re guarding is three or four hundred miles in space. The Dutton is their prime craft, designed for speed and maneuverability, but not range. It is small enough to be carried in spacecraft bays but it doesn’t often get transported unless it is being moved to its current port. Its lack of a Tachyon drive decreases its weight. The Two Lase Photon Drives produce twice the thrust of the UD-4 Cheyenne. The large wing surface allows the craft to operate equally in an atmosphere and in space. It is lightly armored, giving it up for maneuverability and speed. Weapons are minor but formidable, with a single particle beam and a battery of rockets. STATISTICS










Communication Range: 10 000 Crew: 2 Pilots, Life support for up to six. Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags. Evacuation: 1 Drop Pod, two space suits. Armament Package: Four shotguns, four pistols. Range: Atmosphere: Unlimited

Its charter is to be short range craft but the first modification often given is range booster. The TF-Alpha can detach or re-attach a module in under 30 seconds. These crates have been found on worlds that don’t even operate CargoCrawlers. The design is often modified but the standard model run off a regular assembly line hasn’t been changed since it was released. The ship is not often used in single sorties but is often used in group of three of more. comparing it to the 20th century Volkswagen automobile. The connecting brackets were a cheap modification to the existing modules.5 Orbit 8 SR 10 Communication Range: 1000. Some have nicknamed it the “bug”. These modules have been widely even before this freighter was introduced. Evacuation: Three Spacesuits Armament Package: Pistol. This does not cut down on cargo space or speed. The crew compliment need only be one. The Cargo Crawler has been manufactured in the hundreds and is used by practically ever corporation and government. Emergency Rations. Stunner. the TF-Alpha can be fitted with a variety of cargo modules although the basic design can only carry one. STATISTICS Variant TF-Alpha-1 Body 3 WT Armor 350 1 MV Move -5 100 Mach 0. transporting large supplies across star systems. It was created more than a hundred years ago and the design is virtually untouched. Flares. but three more can be carried. up to three passengers. In an atmosphere. FTL Crew: 1. When used alone.2 . they are usually only utilized in-system. The module can carry its won life support system and can transport up to 500 cryotubes. the ship usually only raises and lower altitude and doesn’t maneuver much.Orbital: Unlimited Hardpoints: 3 Basic Armament: 1 Particle Beam. Additions: Fire Retardant. Two cryotubes. Range: Atmosphere: 10 000 Orbital: Unlimited FTL: 4 FTL Speed: 0. Using a modular design. 6 AIM-90 missiles TF-ALPHA-1 CARGO-CRAWLER The TF-Alphas one of the most widely used short-range freighter around. Raft. The TF-ALPHA is slow but uses its fuel wisely. Sleeping Bags. The current drive capacity is a pair of McKinnley Ion drives set on slow burn.

The most notable feature of the Vessel is its three Wagner Photon Engines and the enormous RombergRockwell Cygnus 5 tachyon shunt hyperdrive. just short of the fighter craft employed by the CMC. STASISTICS Variant Dolomite Body 20 WT 45 000 Armor 3 MV Move -7 40 Mach 1 Orbit 10 SR 50 Communication Range: 5 000. The Dolomite is not allowed to have weapons but the CMC and some corporations have installed mild weapons for defensive purposes. To combat this problem. Raft. It is powered by a massive Pratt Mark II Ion Drive that makes it fast and extremely maneuverable for a freighter.7 Craft Slots: 1—Narcissus Shuttle Cargo Slots: 60 Automatic Systems: 8 Base skill Hardpoints: One Basic Armament: None. Sleeping Bags.C. 100 space suits. 2 Flamethrowers Range: Atmosphere: Unlimited. Flares. The Dolomite’s fate is cloudy. simply called that ZCTV. created their own small freighter designed to move cargo quickly from their deep space outposts. Orbital: Unlimited FTL: 10 FTL Speed: 0. Very little modifications need to be made to transport up 500 for up to 500. The Dolomite has been favored by the CMC as a weapons transport and relief freighter because it can keep up with the massive Conestogas Frigates. Armament Package: 3 Stunner. FTL Crew: 3-.Cargo Slots: 2 Automatic Systems: 8 base skill DOLOMITE CLASS CARGO HAULER The desire for a long range cargo ship resulted in the Dolomite.T. The number of chartered flights is slim. However the robust design of the M-class assures its future. Emergency Rations. ZAJER / COMM TEHCNIC TRANSPORT VESSEL Z. Evacuation: 1 EEV. The large clumsy monstrosities were to inefficient and the small TF-Alphas were to limited in range to be of any use. It is meant to a successor to the M-Class Freighter. ACT made their Cargo ship. Up to 500 more in cryotubes Additions: Fire Retardant. The new Dolomite cannot link directly to a cargo module but can tow behind using cable lines. . ZCT keeps the design schematics under tight wraps. Too bad. It can both carry cargo internally and tow behind it. The Dolomite is used mostly within the core systems more as people transports than cargo transports. This makes the ZCTV one of the fastest craft in operation. ZCT won’t sell its craft to outside sources.

Flares. usually Two shot guns and two pistols.The mass occupied by main drive sacrifices space. so it simply is utilized as a basic cargo transport. Range: Atmosphere: Unlimited Orbital: Unlimited FTL: 4 FTL Speed: 0. Co-Pilot. Engineer. It moves food and supplies back and forth from labs and colonies. Raft. As it is. eve though it is almost three times larger than its small cousin. Additions: Fire Retardant. Transporting passengers is a common occurrence and ZCT have even permanently modified these craft as passenger liners. only requiring a three crew to operate. STATISTICS Variant ZCTV Body 10 WT 1350 Armor 2 MV -6 Move 100 Mach 2 Orbit 10 SR 50 Communication Range: 5000 km Crew: Pilot.75 Cargo Slots: 2 Automatic Systems: Base 10 skill Hardpoints: 1 Basic Armament: None. Up to 200 can be carried with little modification. Emergency Rations. can carry 50 passengers unmodified. Armament Package: Various. Sleeping Bags. the ZCTV carries not much more than the TFAlpha. It can’t carry any vehicles. ZCTV are also often used by pirates. 20 Space Suits. . 20 Parachutes. Maneuverability: +2 in Space Evacuation: 1 EEV. The crew compartment is surprisingly small.

These ships were huge but could not tow any cargo. Either way. The Traders are shipped off to new colonies and can often set them up with one ship. . 10 space suits.90 RELIANT CLASS ASSAULT TRANSPORT VEHICLE The Reliant is a small orbital (Non Atmospheric) space vehicle usually only used for short system-tosystem jumps. The CMC is no exception. Unlike some freighters. It can travel between stations with ease but cannot enter at atmosphere unless it wants to hard land. Some Traders have been retrofitted with hardpoints and crew compartment and thus were turned into a massive troop transport. and modify it heavily. They have the largest cargo capacity of any freighter. Unlike the TF-Alpha. It runs of a quad set of Tachyon Shunt Drives that give it good speed and good range. groups. The design is very robust and the immense size makes it a very efficient transport. The unfortunate news is that the WY Trader has been seem under operation of smugglers. 3 Pistols Range: Orbital: Unlimited FTL: 8 FTL Speed: 0. Often employed and operated by colonies. WY does not openly sell the Traders on the open market. the pod is not useful other than being transported by the SV-90. it is not taking off again. Rival corps. these ships are still operated by Weyland Yutani so are only used as a transport. It is usually classed as a larger version of the TF-Alpha because of its detachable Cargo pod. no on is entirely sure who originated the design. standard Life support allows up to 50…can be modified to hold over 1000 Evacuation: 1 EEV. However. More than 70% of the vessel is open cargo space with the remaining are spent on spartan living conditions. FTL Crew: 3.WY TRADER The Weyland Yutani Trader was constructed to be a cheap transport WY could utilize for its colony demands. and governments all use the ship. the SV-90 is so widely used. Armament Package: 2 Stunner. The ship and its crew are lent by WY. Like ZCT. STATISTICS Variant Trader Body 10 WT 58 000 Armor 2 MV Move -8 -- Mach -- Orbit 8 SR 10 Communication Range: Orbital.6 Cargo Slots: 150 Automatic Systems: 8 Base skill Hardpoints: None SV. The pod is too large for most places where a TF can land. They shunted supplies back and forth…One shipment could equip a colony for months. the Trader is a dedicated space transport. Up to 1000 Marines can be carried on board the retrofitted ships. 1 Flamethrowers.

up to 30 other weapons. the SV-90 can detach its cargo pod and leave the men behind while it fights. Maneuverability: +6 dodge of guided missiles if configured Additions: Survival gear. Basic Armament: None MISCELLANEOS CRAFT RE-ENTRY POD The Re-Entry pod is a controlled rock. carried under the freighter. This gives he craft exceptional maneuverability as it drops almost half its weight. It is built and is operated by almost ever military ship. FTL Crew: 3 Navigator. 30 Pulse Rifles 20 Flamethrowers. 200 Pistols. Hardpoints: 3. The SV-90 is substantially cheaper than the Conestoga. 400 more capable in Cargo Pod is configured. STATISTICS Variant SV-90 Body 8 WT 38. It is an unarmored. Range: Orbital: Unlimited FTL: 10 FTL Speed: 0.The huge Arrow Ion Pulse Drive is extremely efficient and makes the SV-90 extremely fast. It was first designed as a combat drop pod for spacecraft too small to carry armed dropships. In an emergency. It can be equipped with weapons and configured to carry over 400 troops. It has turn into one of the Marine Corps most widely used cargo ships. like the TF-Alpha. However. the one group that uses the Reliant the most is the CMC. Large battalions usually consist of two SV-90 for every one Conestoga. May be replaced with higher TL weapons. quick drop to lower up to 10 soldiers into a combat area. Armament package: Two Pistols. 30 Shotguns. This ratio can double as the fleet gets larger and the Reliants are configured for a variety of uses. and being half the size of the Conestoga.000 Armor 1-3 MV Move -9* - Mach - Orbit 10 SR 10 *: -6 if pod is dropped Communication range: Orbital. The capabilities and uses of the Reliant is almost endless. As a result. 400 space suits and 10 Re-Entry Pods if configured.7 ly/day Cargo Slots: 50 Automatic Systems: Base 8 skill. Evacuation: 10 Space Suits. Capsules for 8 crew. Full stock if configured. it has been known to slip in through sensor nets and orbital minefields to strike enemy starports and drydocks. 2 Engineer. The CMC owns and operates a substantial fleet of SV-90 and often sends them if the larger Conestoga can’t be sent in because of political or budgetary reasons. The Cargo pod has also been configured to be a massive gunboat. Re-Entry pods have since been . It is primarily used as a troop transport. 4 Smart Guns. It does have thin armor and can’t carry internal spacecraft.

failure to . The crew can then deploy quickly. avoiding obstacles and landing at the best possible position.2 meters long with an L shaped configuration. The ship can land so softly. The L shaped wedge holds the life support and drive section equipment which is accessed to the mother ship with a outboard umbilical up until the movement of it's launch. STATISTICS Variant REP Body 2 WT 10 Armor 1 MV -10 Move 20 Mach 8* Orbit -- SR -- *: Straight Down. But.modified and re-designed by major groups as a cheap alternative to the EEV. The ICC sets up the protocols for the crisis management computers to make sure that the evacuation of the ship is indeed initiated. the crisis management computers would bear the burden of escape of the mother ship. The sinister variation of the REP is the direct drop odanance which drops explsive warheads through the atmospher. At the edge of the craft is three large titanium support struts which hold ICC Standard retainer lugs for connection to it's mother ship. it wouldn’t crack and egg. because of interstellar space travel. Some others needs to be dropped so quickly. Emergency Rations. Communication Range: 1000. when and only when. the only time it is vulnerable is when it slams into the Earth. having been designed that way to absorb all damage and prevent the crew compartment from being crushed. The craft can make mild maneuvers. the decision to abandon is given by the commanding officer. If there is a crisis when the crew is in hibernation. Range: Atmosphere: None…it lands. Additions: Full survival suit: Fire Retardant. It is also totally unarmed. Evacuation: None…it IS an evacuation Armament Package: None. Weapon loads can vary. It also changes it course for the type of landing. The underside is latched directly to the mother ship's escape hatches and access is made through these hatches via a large docking ring. The EEV is completely automated and advanced. The vehicles hull is made from carbon alloy and ceramic composites and is able to withstand severe re-entry angles. In these situations then. Not like anyone can hit it. It is a one way trip. It is dropped above. Certain mission profiles for the EEV can vary according to the mission situation. Onboard computers handle the entry and deceleration. it fires it engines for decelerations and finally uses a HALO-style. The one problem with this approach to the dropship is that that REP cannot take over. It is 13. the ship is partially destroyed in the landing. It burns through the atmosphere. The REP should only be used above planets. directly on ground targets. then there might not be enough time for the crew to revive and the escape procedure would have to be handled automatically. Up to ten passengers. Upon clearing the upper layer. It drops to quickly. FTL Crew: 1. setting down with a thump. Orbital: None FTL: None FTL Speed: None Automatic Systems: 8 Base skill BD-409 EEV (Emergency Escape Vehicle) The BD-409 is a small escape craft which is capable of carrying up to 16 passengers. low altitude parachute deployment to quickly slow it speed down. Maneuverability: +5 against guided missiles. Sleeping Bags. the crews are to be in hypersleep. Flares. In an event of disaster aboard the mother ship. Raft.

Since the life support capabilities are limited. The BD-409 has enough fuel for a single powered re-entry. If the rescue ship appears within the scanning range of the EEV. At the time of launch. and first aid equipment and whatever else is necessary to keep the crew alive. then at this point the escape vehicles computers will start up with the command menus and have the mission data downloaded to them from the mother ship's mainframe. Only wakening them for the terminal phase of the mission when the rescue is imminent. The entire evacuation decision to abandon ship to it's initial launch should take 45 seconds. the EEV will attempt to home in on the closest navigational beacon like a spacestation or a colony world and will set a course for that location. The BD-409 EEV system has been noted for it's flexibility and reliability. Despite the advances in technology. As soon as the EEV is clear from the mother ship. If planetfall is made on an uncolonized world. which is to turn on a powerful distress signal and a location beacon while scanning the immediate sector of space for suitable landing site or a rescue vehicle. If there is no beam.the EEV deploys its tricycle undercarriage and 'flies' on its remaining fuel reserves for the landing site. Even if everything goes correct to the computers. the onboard systems may choose to keep the crew in hypersleep to await a rescue. the computers then start to initiate a search and rescuer procedure. it will follow the colonies landing beam directly down to the landing pad. If the crew has survived the touchdown and find out that they have a long wait for a rescue. If this point is reached. then the EEV will select a site from orbit and attempt a planetfall there. then the computers on the mother ship will then send out a distress signal and then begin the escape procedures. The BD409's hyperdrive unit has a short range and the guidance systems will make sure that it'll retain a sufficient amount of fuel of the thrusters for an in-system docking or a powered entry to a colonized world. At this stage. which it will monitor their status by the use of internal bio-function monitors and catscanners. but not near enough to sustain an orbit. In other words. But. But in most cases. the EEV will continue to its programmed destination and will try to attempt planetfall. The escape procedures are made to be so elaborate that the malfunction of one thing. it is quite hard to argue that the old wisdom used by old space explorers. So. The flight pattern and landing site would have been determined by the mother ships computers before it had launched and downloaded to the EEV. If there are no rescue ships around. the primary hull is latched to the docking ring release so the vehicle is attached by two explosive retaining bolts. 'When in doubt. can become very harrowing to the entire evacuation. where it will use the thrusters to try to break it's descent. the computers will automatically disconnect the sleep capsules from the cryogenic umbiblicals and then the hypersleep capsules will be dropped into a series of tubes towards the nearest escape vehicle. which is very likely when escaping from the mother ship. the escape vehicles computers then blow the remaining two retaining bolts which allows the pressure of the ship's atmosphere on the escape hatch to flush the vehicle from the mother ship. the retaining lugs that secure the EEV to the mother ship are then pulled and the outboard umbilical is detached. the capsules are then installed into the EEV's life support systems and then the computer on the escape vehicle logs out of the mother ship's mainframe and initiates its own launch program. if the override to stop the evacuation is not given to the mother ships computer. the EEV will revive the crew once as touchdown is achieved. As soon as the capsules are on board. A months rations. minus five seconds. it will keep the crew aboard in hypersleep for the journey. At launch minus zero. At launch minus two. There are enough supplies for each crew member on board so to ensure that the crew won't have any kind of shortages. Immediately. On the mother ship. and given the most lethal situations in space. bail out!' . there are storage lockers which contain all the essential survival gear. But. the EEV's computers are totally capable of overriding the mother ships decision should something better should come up. there are still lives lost in an escape attempt from the mother ship. there is still no guarantee of a very successful rescue from the immenseness of space. the onboard computers will try to hail the ship via their beacon and will try to maneuver itself to meet it. some chances are way better than none. The BD-409 is nothing but a 'dead-drop' vehicle which is designed to fall unpowered from orbit until it reaches a lower atmosphere. but the nature of space disasters can make the egress from the mother ship quite a hazardous journey. all the units aboard the ship will begin to prepare for departure. EEV's are kept on a permanent 30 second so would result in death.

despite a number of drawbacks inherent in any study thereof.STATISTICS Variant BD-409 Body 3 WT 50 Armor 1 MV -- Move -- Mach -- Orbit 2 SR 100 Communication Range: Orbital. Dissection is carried out using remote sensor arms equipped with tight-beam xenon-focused cutting lasers. The carbon units are disassociated from their existing compounds and are then recombined into crystal lattices which are used in the formation of the creature's hard bodily structures. Reports have previously been filed on the life cycle stage manifesting as the parasitic creature commonly known as the facehugger.has presented a great number of questions to the scientific community. Emergency Rations. dissection can now be effected by stunning the subject with a low-intensity ultrasound pulse and then suspending it in a saturated solution of powerful neutralizing agents. Controlled observation and examination of these has expanded our knowledge of this remarkable life form. That is. since not only are they impossible to subdue or tranquilize. until now. Sleeping Bags. refer to the next chapter. FTL Crew: 16 Passengers in Cryo tubes Maneuverability: 0 Additions: Fire Retardant. The freed H+ ions are combined with surplus sulphate (SO42-) and nitrate (NO3- . Evacuation: None…It is an evacuation vehicle. All organic molecules are based on long-chain hydrocarbons bearing different activating groups. Flares. breaking it down at a molecular level and forming new compounds. Once the embryonic Alien (commonly known as a chestburster) has been implanted within the host organism. Dissection of the creatures has proved problematic. a remarkable system of chemical restructuring takes place: The gestating Alien absorbs organic material from the host organismhost.2 ly/day Automatic Systems: 10 base skill ALIEN: THEORIES OF ALIEN MORPHOLOGY NOTE: These essays are not endorsed by all groups. We are now able to fill in some details relating to the xenomorph's life cycle beyond this stage. The mystery surrounding these creatures has hardly been helped by the sole sources of data coming from unreliable and unscientific eye-witness reports. Raft. However. Range: Orbital: Unlimited FTL: 4 FTL Speed: 0. THE ALIEN: A study…(CL 3) From research currently underway at LaSalle Bionational The creature that has commonly become known as 'the alien' – the xenomorph which was first encountered on LV-426 . but any breach of the exoskeleton invariably releases potent acidic compounds at high pressure. For the actual endorsed science. Lasalle Bionational has managed to secure a number of live specimens at various stages of life cycle development.

in order for the Alien to operate effectively as a hostile organism. Thus. For as long as the reproductive faculties of the Alien Queen remain unknown to us. Stereoscopic sight serves this function admirably. there are a number of questions raised by this phase that we are unable to answer. although our research has proved this term to be unhelpful. There is no reason why the creatures could not then use this by-product as a form of audible threat when squaring off against an opponent. the purpose of a rudimentary "sight" seems to be twofold: Firstly. "eyes" that see in visible light wavelengths would seem surplus to requirements. the creatures generally operate in a manner benefitting the hive community. The ornate structures of the Alien's cranial exoskeleton appear to be designed to capture and amplify atmospheric vibrations: sound. Nonetheless. other than that produced by their internal chemical reactions (which is almost non-existent when the creatures are inactive). a series of highly sensitive thermoreactive organs are found. an accurate means of depth perception is required. it is probable that some of the reactions give rise to gaseous products which would require venting in order to keep their internal pressure and temperature stable. the Alien is able to operate without otherwise essential functions because it does not possess them. deriving its energy instead from a powerful bioelectrical charge generated within its body by means of acidic reaction. and we were thus forced to consider further possibilities. It is a life form able to meet the needs of the community whilst requiring nothing in return. with any creature straying therein being met with swift and aggressive retaliation. with their belligerence limited only to organisms not native to the hive. We can infer from this that the creatures are also able to register thermal signals and perceive radiated heat images. There have also been many queries raised as to the creatures' sensory apparatus. since the aliens have a hard body casing full of furiously reacting chemicals (hence the reason they tend to explode). a component of a powerful biological "battery". and we have yet to discover any form of digestive system. The facehugger's relation to the Alien was self-evident by the fact that it possessed acidic 'blood' and operated upon the same bioelectrical chemistry as the Alien itself. detailed and intensive research has given rise to some startling and unexpected conclusions. this life form appears to be the ideal basis for a hive community. demanding none of the standard conditions (such as food or a breathable atmosphere) most need to support them. in an effort to better understand the propagation of these creatures.) groups to form the powerful acidic compounds which have been previously regarded as the Alien's "blood". the Aliens themselves have little or no body heat. The Alien's "blood" is. its evident imperviousness to the effects of vacuum would preclude any form of respiration in the sense that we understand it. As far as the Alien's means of perception is concerned. The extended lateral rows of these structures along either side of the skull allow the Alien a wide field of "hearing" and acute sensitivity. At first. Essentially. The Aliens' "eyes" enable them to perceive each other. Spectroscopic analysis of the material composing the "blind" frontal plate of the skull has shown that it is composed of the unusual C60 carbon-lattice. the 'egg' and 'facehugger' manifestations. Observation of the Aliens in a simulated hive environment has shown us that they operate in a manner not dissimilar to that of worker ants. which is known to demonstrate exceptional conductive properties. since the vast majority of these creatures are asexual and (as has already been noted) do not need to kill for food. However. be of no use to the creature in the context of a vacuum. of course. in fact. and one capable of meeting any threat to that community with a lethal response. However. Therefore. we have lately turned our full attention to the first life cycle phase. and the aliens' ability to survive in a vacuum proves that they do not 'breath' at all. In short. the aliens' hissing and the Queen alien's vapor clouds do not necessarily indicate respiration. for which this creature is uniquely equipped. there would appear to be no need for their remarkable killing ability unless expressly bred for that purpose. dissection have again offered us new insights. With the range of sensory information available to the xenomorph. However. Much has been made of the Alien's apparent ability to operate with neither respiratory nor digestive functions: there is no real evidence of the creature actually eating. This gave rise to a serious problem: if dating attempts on the ancient starcraft (the . These sensory facilities are obviously of great benefit to a creature as aggressive as the Alien. Behind the frontal plate. This would. Closer examination has also revealed vestigial photosensitive organs flanking the skull's frontal plate. concentrated on the fully developed specimen. Ovomorph / Facehugger Dissection The Lasalle Bionational research team's preliminary studies of the xenomorph popularly known as the 'Alien' have. by necessity. an ability which would be of obvious benefit in environments lacking atmosphere. However. since this has offered the greatest potential for the Lasalle BioWeaponry division to make inroads into the established WeylandYutani market. it appeared obvious that the facehugger was a semi-independent lifeform whose only purpose was to implant the embryonic Alien within its host organism. Secondly.

the ovomorph transfers its remaining bio-electrical potential to the facehugger. sacrificing itself so that the facehugger can then become sufficiently active to attack the host upon the opening of the ovomorph's casing. the ovomorph locks its reactive acids into relatively stable salts or trace metals. If an egg is laid in an optimal host. whereas the egg had previously been considered only as a vessel for containing the embryo-delivering facehugger. Essentially.christened the ovomorph . dissection and deep level scans revealed it to be an organism in its own right. it risks detection because of its alien metabolism and must therefore develop rapidly. it has to adapt to the environment in which it will be hunting. it is adapted to its environment and takes a full term to develop. These are then transferred to the facehugger organism which becomes 'live' only at that point. whose only function is to facilitate the implantation/impregnation within the host of the specific tumors that later form the Alien. Utilizing a secretion of its acidic compounds to penetrate exceptionally resilient hides (or armor). commonly known as the chestburster. These decay slowly.a creature symbiotic with the facehugger. We have also determined that even the most rudimentary fetal Alien implanted within the host organism over an extended time scale would be impossible.) This state reduces the victim's vital signs to an absolute minimum and thereby optimizes the chances of survival. the facehugger uses a similar set of thermoauditory responses to those used by both the ovomorph and the adult Alien to attack its prey. Therefore. This rudimentary CNS is linked to thermo/pressure-sensitive veins running over the exterior of the ovomorph's 'shell. for example. we further concluded that. gravity and available nutrients from the host via metabolic contact. A queen will tend to lay eggs which are optimized for growing in a host like the type she was born from. however. dissection revealed a cluster of conductive matrices similar to that which we believe to be the full-fledged alien's central nervous system. We assume that the development of the chesburster and the subsequent adult is directed by the host in which it gestates.' enabling it to 'perceive' the proximity of a suitable host. Thus the state of hibernative shock is prolonged by simulation of the victim's natural environment by the facehugger. In such a case. It was at this stage that we first began to look at the egg/facehugger as a single united organism and were presented with a scientific breakthrough. (It is worth observing at this point that the ovomorph's sensory apparatus are only likely to be triggered by the proximity of an organic and ambulatory life form and that the arrangement of the facehugger's gripping appendages and ovipositor are specifically tailored to a certain body mass range and configuration of respiratory and digestive organs. and the best way to do this is by learning things like the type of atmosphere. It's most remarkable feature. the cyanide dose is either ineffective or fatal. Thus. the first stage of the life cycle is actually the ovomorph . Although its carbon lattice based composition and life functions powered by process of acidic reaction are similar to the already known phases. This gives rise to the infant stage of the fully-formed Alien. the chestburster may appear immature. it then uses a DMSO-delivered cyanide based toxin in concentrations relative to the optimum size of the host in order to render a case of deep toxic shock. (Thus. the form of the chesburster and the adult will be determined in part by the host. but there can not be any genetic transfer.proves to be exceptionally resilient. in keeping with the ovomorph's sedentary and essentially passive nature. The facehugger attaches what we can only describe as a knot of specifically tailored 'cancers' that bring about the previously described chemogenetic restructuring. This previously unknown organism . releasing the acids and generating the bio-electrical charge at a much reduced rate. is the facehugger's ability to sample the contents of the victim's respiratory system to ascertain the appropriate composition of preferred breathing atmosphere. the facehuggers could not possibly have survived the length of time between the original crash and the subsequent discovery. the ovomorph releases a catalyst that unlocks the acids bonded into the chemical salts. We knew that no life signs for the facehugger itself could be detected within the egg prior to release upon a victim.) Upon detection of a prospective host for the embryonic Alien. And through observation and deep scans of the facehugger's release upon a live subject. Once released. . At the base of the egg-structure. Presumably. and is this circumvented. should the facehugger be unfortunate enough to attach itself to a host that does not fall within the mass range of its prescribed target form.'derelict') discovered by the crew of the Nostromo on LV-426 were to be believed. It is therefore our conjecture that implantation is unlikely to take place within an unsuitable host: an invertebrate. Appearance of the Adult Alien Much has been made of the Alien's ability to determine their adult form based upon the host organism. If it is in a non-optimal host. It then alters the balance of reactive compounds within its metabolism to form by-products resembling the host's required atmospheric mix.

At even lower pH.That the homeworld is as diverse with life forms and potential habitats as is our own Important common features of the alien species include: Host dependent reproduction Dual stage metamorphic life cycle Metallo-silicate exoskeleton Endoskeleton in juvenile form Growth-stage mediated shedding of skin Low blood pH Increased speed & strength (relative to human standards) Large curving crania of varying morphology Internal mouthed tongue Carnivorous external teeth Air sac bellows in the juvenile form Articulated limbs and tail in all life stages Varying number of limbs and digits in different life stages . allowing the gestation period to last full term.That the alien and its homeworld have been shaped by physical and evolutionary forces which are similar to those in effect on our own world 3. This is primarily because of the 'acid for blood' phenomenon we are familiar with. It was a transitional form between dogs and humans. It is also unlikely that the xenomorph would be able to make use of terrestrial DNA.This theory suggests that the embryo implanted in the crewman Kane aboard the Nostromo was a transitional form between Aliens optimized for humans and those optimized for the beings aboard the derelict spacecraft found on LV-426. This embryo was non-optimized. DNA will become degraded and literally will fall to pieces. If. since they must be using modified bases to begin with. This suggests that the acid contained in the Alien bloodstream would not be using DNA as an information storage molecule. The creature encountered on Fury-161 was implanted in a dog by a human-born queen. and hatched quickly. our DNA is used to encode the amino acid sequences of our protiens. Colonists on LV-426 were implanted by a human-born queen. it is not likely that their DNA looks anything like ours. Additionally. The Aliens have to be using an entirely different set of amino acids to make sure that their protiens are not destroyed by the internal pH (assuming they use amino acids at all). just as the creature aboard the Nostromo was a transitional form. This is simply one possible picture based on the set of assumptions and the data available to date. This theory could account for the varied appearance of the creatures encountered. which is unlikely. The following speculations are based on four primary assumptions: 1. existing instead as part of a complex ecosystem 4. Alien Evolution The characteristics discussed below are not the sole characteristics available for discussion. The chestburster therefor emerged quickly and immature to avoid detection. they would be using different sized codons than humans do. If the number of amino acids they use is greater than 64 or less than 16. Human protiens will fall apart and become degraded in that pH range. This suggests that human DNA would be completely incomprehensible to them. The latter assumes that they only use four bases in their DNA as we do. At low pH. Finally. it would have to be as different from human DNA as their amino acids and protiens would have to be from ours in order to survive their internal pH. there are a number of theories on the subject. If the Alien species uses DNA. there is also the possibility that they may be working with single or triple stranded DNA instead of the terrestrial double stranded form.That the alien evolved on a planet and was not created by another species 2. DNA tends to 'melt'. Although evidence of the actual genetic code of the Alien species is sketchy at best. most of which are designed to function around pH 7. The issue of randomness in evolution suggests that the species could not use the exact genetic code as humans. The xenomorph protiens probably function somewhere below pH 0. creating an additional barrier to compatability. the Aliens do use DNA. nor are the conclusions drawn the only conclusions possible. the two strands separate and lose most of the chemical properties of DNA which make it useful as an information storage molecule. Alien Genetic Makeup The xenomorph's ability to alter its appearance based upon its host organism has raised questions about the genetic makeup of the creatures. by some miracle.That the alien is not the dominant life form on its homeworld.

The adult head morphology is quite distinctive. queens appear to have 6.. the organism's basic body plan may be conserved between the juvenile and adult forms. the hive was not a fluke) Internal pressure greater than 14 psi Body temperature equals ambient temperature Can "exist" underwater and in vacuum Nest built in hot area Some or all of these features may be due to the adaptation/modification of the organism to its current lifestyle as a space faring parasitic species. if the juvenile "air-sacs" are used for respiration. and that exoskeletons evolved later. As the juveniles posses an endoskeleton it could be assumed that the adults do as well. Such a strategy in might be indicative of an chaotic and dangerous natural environment (see discussion of hypothetical ancestors). The alien morphology seems to be a melange of arthropod and vertebrate characteristics. The gametophyte stage could be represented by the adult stages. Their gracile nature in comparison to the adults may be in response to the security afforded by the nest strategy. legs and body plan of an arthropod suggest a vertebrate morphology. Four "vanes" are visible on the backs of most adults. The size of an egg in comparison to the size of the contained larva indicates substantial internal morphology. In the modern species. In the case of modification. which appears to be covered in a sheath of muscle and a pliable external layer of protein and silicon. and focuses on estimating their possible ancestral forms and the state of the ancestral homeworld. spine terminating in a tail and limbs ending in grasping hands and feet as opposed to the mouthparts. and the exoskeleton could have evolved secondarily. Despite the obvious immediate differences. the endoskeleton may have evolved first as a means to protect the CNS. any adult breathing apparatus would be located posterior to the hindmost pair of adult legs.Predatory or greater intelligence Copious production of "slime" Presumed sociality and communication (i. in response to environmental challenges. it releases the larva. the egg is flammable. We have zero knowledge of the genetics of these creatures. it would be most parsimonious to assume that the aliens were intended for use as biological weapons. Spores grow into gametophytes. implying the presence of a spine and CNS. The larval form has 8 legs. Plants produce distinct types of reproductive cells (spores or gametes) which give rise to genetically distinct types of organisms. Because of these unusual qualities in an egg. the head configuration of the adult may be adaptive in that it would prevent accidental . while the adult body plan seems more vertebrate in nature. These may function in breathing. As is the case with vertebrate evolution in the Silurian and Devonian periods. The segmented exoskeletal carapace and variable numbers of limbs are reminiscent of terrestrial arthropods (as well as armored fishes and reptiles to a lesser extent). In the post-nymph forms. All forms have a single articulated tail. This seems to indicate that the oldest ancestors of these creatures possessed endoskeletons. consistent with requirements for life support and sensory systems. and must recognize a potential host and distinguish it from valid members of the nest. the sporophyte stage could be represented by the juvenile stages. which produce gametes.e. Accordingly. translucent and unarmored. It assumes that any modifications and adaptations have been made using pre-existing characteristics. These would create the embryoembryo. it is probable that the larval form is derived to the point where a majority of the sensory portions of the larval body remain in the egg when the larva is released. In the modern species. They are responsible for maintaining life support for the larva for an indefinite amount of time. The eggs are complex organisms in and of themselves. the mouth contains a secondary set of jaws on the end of the tongue. and the head is long and curved. so that the ancestral creatures posses similar characteristics. In the alien species. it might be that the egg and larva constitute a single organism up until the point where the larva is released. Discussion of observed characteristics The alien life cycle is divided into two distinct stages which are reminiscent of the alternating sporophyte and gametophyte generational stages of plants and fungi. Once the egg has determined that a host is proximal. These would create eggs after gamete fusion. while gametes fuse to form sporophytes which produce spores. Additionally. This theory assumes that the creatures found in space are adapted or modified to living in this habitat. The eggs contain rudimentary moving parts. and six are visible along the backs of queens. The larval legs are articulated via an endoskeleton. and while imagoinstago forms only appear to have 4 limbs. The creatures found in space are referred to as "modern" in the following discussion. Anatomy corresponding to the adult head may be contained within the egg. the presence of a jaw. and further speculation on the existence or nature of alien reproductive cells would be unfounded.

although the caustic properties are not as dramatic as those displayed by the organism's blood. The legs of the larva will not easily grasp the adult head. but seem to be designed so that the resinous construction material covers all surfaces near their cores. In this case. Drastically increased . This substance appears to be used in constructing nests. but it is possible that these are a parasitic adaptation. In addition to functioning as the medium for an internal transport system.implantation of an embryo into an adult by a larva. If they lived the entirety of their lives in their nests. are not flammable. If they dwelled on an illuminated surface for any amount of time. but we have no knowledge of the organism's atmospheric requirements. and this layer appears to be caustic. hardening to form a resin. It is possible that the pH of the egg fluid is closer to the true pH of the oceans on the homeworld and that the caustic properties of the organism's blood are due to a combination of modification and adaptation to the parasitic lifestyle. or that there is no visible light incident on the surface of the homeworld. Interior carapace pressure might indicate a higher average planetary pressure than 14 psi. but pulsing "artery-like" structures have been observed in emergent nymphs. Queens survive extended periods of transit through both of these environments. Possibly the homeworld is larger or the atmosphere is heavier than on earth. The lack of obvious eyes in any observed stages indicates that the aliens either live entirely in enclosed or subterranean areas. and it may be that castes which venture outside of the nest posses eyes. and are not required by the organism. perhaps indicating a generally warm planetary surface temperature. While in the egg. Possibly. The adults appear to function as well underwater as out of it. the larva remains suspended in a fluid. The caustic properties of the blood appear to be more effective on synthetic and organic materials than on metals. Hypothetical ancestors The presence of an endoskeleton and an exoskeleton implies that conditions changed during the evolution of the organism. The larval air sacs/bellows might be a historical adaptation to living beyond the aqueous environment. the larva will not survive in vacuum. This may suggest that there are competing species of these creatures on the homeworld. the resin does not display caustic properties. but that other chemical and enzymatic factors are in effect. their size and potential for well populated nests implies a well developed and robust subterranean ecosystem. these castes have not yet been observed. requiring armored protection of the entire body. The low pH of the blood would seem to indicate a drastically reduced freezing point. Copious amounts of a viscous substance are constantly being secreted from the mouthparts and neighboring regions. This suggests temperature boundaries within the upper limits of terrestrial environments. which in turn supports the digestive theory. or the egg maturation process may deplete the egg fluid of its caustic properties. and in protecting the nest from being accidentally dissolved. eyes would be a distinct advantage. the organism's "blood" might be its digestive system. they breathe using modified gill structures located in the dorsal vanes. Partially submerged nests would require air chambers for hosts and larvae. Prior to hardening. they would be dependent upon the movement of prey and hosts into the nest for survival. which would suggest an extremely different internal structure than terrestrial standards. both in offering protection from an acidic environment. This would be useful. or it could simply be circulatory pressure. It is possible that inert gasses irritate the adults. and may act to neutralize acids. or prevent intentional implantation by a larva of another species. If such sacs are required. but unlike the eggs and nymphs. and the ventral "embryopositor" tube will be subject to attack by the mouthed tongue. It remains to be seen how long the imagoinstago can survive in a vacuum or sub-freezing temperatures. although the mechanism for this is unclear. The combination of the egg fluid and blood pH indicates drastically different aquatic environment on the homeworld than on earth. suggesting aquatic origins for this species. implying that the do not use air sacs. It is possible that they lure these into the nest. Body temperature is ambient. supporting the idea that a significant portion of time is spent underground or in enclosed spaces. The emerging larva retains a thin coating of the internal fluid. supporting the idea that other chemical and enzymatic factors are at work. The nests might be constructed above or below ground or water. The internal physiology of the organism has yet to be revealed to any great extent. Thick strands may also be produced. or geothermal habitat requirement. The degree to which they function is probably dictated by the atmospheric requirements of the host. and it is possible that other instarinstago and imagoinstago forms may as well. It is likely that the caustic properties of the blood are not due to simple pH. If the organisms lived entirely underground. This could be a defense mechanism. The aliens display significant ability to cling to and move on vertical and inverted surfaces. Nests fit this description. The various adult forms demonstrate aversion to open flames. but the aliens seem quite capable and adept at retrieving them as well. implying some sort of pumping "heart" organ.

Pro-embryo develops into first instar. In the former case.Egg is created . . selecting for those best suited to their environment. or perhaps there are yet unobserved castes capable of carrying eggs long distances. Organisms in a hospitable area could focus on reproducing themselves as efficiently as possible. The organism might be able to adapt rapidly to changing environments by using varying morphologies and reproductive strategies as a means of "shifting gears". being solely devoted to implanting one embryoembryo. hardening of the resin might serve to bolster the exoskeleton. becoming independent of host. It certainly seems to be the case that the juvenile and nymphnymph stages of the modern species are developmentally simplified. selecting for those able to find suitable hosts (including mobility when the environment is shifting). The teeth of nymphs often have a metallic appearance. The aliens posses all of these characteristics to various degrees.and exoskeletons would be made from different substances in this case. this carapace has a metallic appearance. In either case. The Primitive Life Cycle This primitive life cycle might have proceeded as follows: 1. A low pH ocean could literally dissolve its inhabitants. the implanted "embryos" may have been mobile.predation is one such possible change. These options are not mutually exclusive. or became progressively more caustic in discrete degrees. The modern species appears only to produce secretions in and around the mouth region. 6. If the hardening of resinous secretions were the source of the exoskeleton. secreted from the surface of the body. structural material or strands and cables might have very different compositions. and some modern nymphs emerge sans limbs or with "limbs buds". Larvae do not seem to produce secretions. An organism that was unconcerned with finding a mate could focus on finding a carrier or host capable of moving its offspring to a potentially more hospitable area. or that a novel strategy for relocating was developed. much like a caterpillar on a leaf. present a barrier against the caustic properties of their surroundings. In non-nymph adults.Larva proceeds in search of food and an appropriately mobile host. these secretions might contain different substances depending on their intended use. Thick layers of continuously renewed armor would be constantly ablated by the acid. Living in a variety of challenging and dangerous environments might favor the observed division of reproductive strategies. and secretion of neutralizing substances could serve as similar a shield. The ancestral organism's life cycle might have been similar to that of a caterpillar/butterfly. hostile changes in the environment may cause increases in levels of predation. possibly the protective substance has to be applied to exposed regions of the anatomy. while successful adults could create multiple eggs which were suited to their environment. Secretions destined to become armor. and the external layer is not as hard in appearance as the adult carapace. The endo.Instars develop into imago forms. having been produced from the larva in a more advanced form.Pro-Embryo "grazes" on host organism or organisms 5. The stable environment may have been space. Primitive juveniles could create embryos to be carried away by mobile hosts.Larva releases a pro-embryo on a host and returns to stage [2].Imago searches for food and mates. or the exoskeleton might be formed of the same substance.matures . creates eggs. It is possible that the nymphnymph stage may have occupied this position. That the modern species has an "atrophied" juvenile stage implies that a stable environment was located. leave the oceans or try these strategies in various combinations. while a dramatic lowering of the pH of the environment is a second. The modern larva is not capable of ingesting nutrients. The organism searches for a host off of which an embryoembryo may feed after being produced by a larva. representing an intermediate life-stage (PROEMBRYO). 3. This implies that primitive juvenile stages were capable of predicting environmental shifts and altering their host selection accordingly. Ancestral types might have been covered in an additional layer of secretions.hatches 2. 4. and is probably composed of additional materials. and another way on the adults. but could protect underlying tissues. but might also begin to damage one's own tissues. A lowering of the blood pH might offer some protection. Thus selection operates one way on the juveniles. forcing them to lower their pH to meet that of the environment. Raising the pH of one's tissues would not be a successful strategy in an aquatic environment. and would probably be energetically expensive. 7. The larvae are known to have an external layer composed of some combination of proteinpolysaccharides and polarized silicon. Possibly older pre-parasitic forms of this organism were like caterpillars. suggesting that the aquatic environment is either extremely caustic. or whole body coverage is not necessary beyond an aquatic environment. the secretions around the mouth are used for building the nest.

slime-resin coated aquatic vertebrate in an acidic ocean 3. a division of labor between hunter-foragers to locate and retrieve fresh hosts and warrior-scavenger-nurses to protect the eggs and gestating hosts from predators might suffice. but remains in jeopardy of discovery and extermination in this vulnerable state. More advanced parasites might have done away with their pro. there will be much less danger to the embryo from the host's metabolism. This minimum stage is limbless. The embryoembryo is in a prime position to learn about the metabolic and environmental conditions of its host.unarmored aquatic vertebrate in a mildly acidic ocean 2. if the host spent much time hanging upside down. Knowledge of the metabolic level and requirements of the host gives an advantage to be used in hunting such hosts. It is possible that a host chosen by a larva that detects no impending environmental shift might be immobile or vegetative in nature. The first parasitic ancestors may have placed their pro-embryos internal to the host. making it a competent predator in an "upside down" environment. requiring cooperative measures on the part of adults in protecting them. displaying only the buds of limbs. where nutrients could be obtained partially digested food in the host's "stomach" or digestive system. and the nymph will be able to develop to its full form prior to emergence. Hypothetical ancestors and habitats: 1.armored terrestrial creature coping with a variety of hostile surface environments 5. If a larva chooses a mobile host. it could be less vulnerable. or if the should seek one to which they are adapted. The large numbers of eggs produced by modern queens seem to indicate a strategy involving overproduction of eggs. by establishing genetically homogenous nests. and surviving to reproduce and create eggs adapted to the new environment. This full form possesses two sets of limbs in addition to the tail. the nymph could develop that way as well. the gestation phase and the travel time of the larva from egg to host.resin-armored and slime coated aquatic creature in a very acidic ocean 4. For example. there may have been compartments of extreme pH. larval offspring of these adapted adults will have to evaluate the state of the environment to determine if they should seek a mobile host to find a more hospitable environment. Varying energy generation schemes may result in differing metabolisms. The development of the nymph might mimic other physical attributes of the host as well.above described creature with a grazing pro-embryo form 6. its embryo may posses different metabolic requirements or a generally different metabolism. The nymphnymph must remain capable of aborting its development at the minimum possible stage and emerging from the host. These parasites would not have been social organisms. and uses the segmented tail for propulsion. the "weak" points in the life cycle of the pre-social organisms appear to be the dormant phase. These risks could be minimized by securing the eggs "underground" (away from host/egg predation). the pro-embryo does not necessarily harm the host during its grazing/feeding activity. Knowledge of local environmental conditions such as the pH. The persistence of this strategy in the modern species might be due to co-evolution of egg predators. simply implanting embryos within their hosts and which would grow to nymphnymph form by stealing nutrients directly from the host. In the primitive species. which may result in the death of the embryoembryo after prolonged exposure. developing a new adaptive strategy from the information gathered from the host. Adult organisms are presumably adapted to their environment via some combination of this host mediated process in concert with post-emergence selection. Host Mediated Adaptation A further means to adapt to an environment is by adopting strategies developed earlier by another species. Sociality might develop naturally from such a system.embryo forms. If the pro-embryo were implanted internally to the host and absorbed nutrients directly from the host. The subsequent evolution of the queen dominated caste system may have been a way to diminish competition for hosts between partially related organisms. and by immobilizing hosts near to the eggs. or to environmental conditions where the risk of destruction of significant portions of the nest was high.above described creature with a parasitic embryo form The Development of Sociality In descending order. If the larva chooses a host to which it is adapted. atmospheric content and energy generation schemes would be important for post emergence survival. . Initially.This life cycle is only "mildly" parasitic. which may have contributed to the acidophilic nature of the modern species. The eggs might remain susceptible to predation by small egg eating creatures or larger creatures capable of entering an active nest. If the host digestive system bore similarity to vertebrate systems.

Once this transformation has been accomplished. the new queen would issue chemical signals destroying the canopies of any nearby adults. it is reasonable to assume that the same types of sensors are used in each case. although it is not obvious how useful such a structure would be in detecting longer or shorter wavelengths. It could be assumed that an uncanopied adult would be utterly subservient to the commands of a queen. the large curving structure of the head might serve as some other sort of sensor as well. and accordingly. Adults have been observed to fixate on objects using their heads. If the ribbed structures beneath the canopy corresponded to modest versions of the signal production organs beneath the queen's sheath. they must have some other means of sensing their environment. The detection of motion and proximity may be facilitated via sonic systems. It is likely that recognition of nestmates is achieved via a combination of chemical and sonic communication. However. Eggs might communicate with each other via chemical signals. and the entire sheath may serve as a production organ for chemical signals. The eggs appear to be able to detect motion and proximity. If the body plan is conserved between juvenile and adult stages. The adults are capable of distinguishing between nestmates and potential hosts. That this ribbed pattern is visible in the neck regions of the lone adult may indicate that the smooth reflective surface of the heads serves as a canopy covering more complex structures. A dead queen would be replaced by a young canopied adult. the posterior region being covered in a ribbed pattern with a sagittal crest. even if there are numerous eggs in proximity to the host. Communication with "stripped down" eggs is probably better facilitated via chemical means than sound. In terrestrial nocturnal. in which case it might be possible for one queen to kill another and steal the uncanopied members of the nest. the adult canopy may develop into the sheath. Modern and Ancestral Natural Hosts . and are capable of detecting movement. as only one egg ever responds when presented with a viable host. Possibly. as the natural host may have had a similar ambient body temperature. The sensation of heat may not be important to this process. This sheath is comprised of at least three independent pieces. as pressures of selection and host mediated adaptation refine the organism's strategy for survival in the environment. these have proven quite successful. It could be used to detect EM wavelengths other than visible light. canopied adults would be capable of identifying hosts harboring embryos as well. the largest of which possesses several overlapping flanges. the shape of the head is reminiscent of cetacean crania. and to be able to distinguish between hosts and nestmates. and would develop into a queen. Possibly. This smooth canopy is reminiscent of the smooth surfaces of the queen's headpiece sheath. then the canopy destroying signal produced by a particular queen might be genetically specified. Lone adults have uniform smooth reflective heads. and the anterior region being characteristically smooth with a pair of pits on either side of the head. as a valid queen must be able to order its destruction. They are probably also possessed of pattern recognition systems. If all nestmates are progeny of the same queen. the creatures posses a sensory system similar to the "motion tracking" technology developed by humans. The larvae are capable of locating and determining the distance to the host implantation orifice. Canopied adults would in effect be "deaf" to most nest signals.Once a relatively stable environment has been located (in which several rounds of reproduction were possible). Some degree of communication between eggs is likely. and could act to protect related embryos and possibly destroy unrelated ones. subterranean and aquatic environments. and were used for communication between nestmates. Communication Variation in the surface morphology of the head seems to indicate a sensory function. and of leaping through space to that orifice. Various sized holes are visible between these flanges. suggesting that their primary sensory organs are located in the anterior portions of their heads. All adult stages are capable of producing a variety of sounds. A canopied adult which found itself near a foreign nest or a foreign queen would not be susceptible to that queen's signals. the canopy might serve to isolate a lone adult from foreign signals. a varying progression of emergent nymph and adult forms might be observed. while adults functioning in a nest have distinct anterior and posterior head sections. and spatial arrangement recognition systems. and it is probably the case that they can hear and communicate via sound. The canopy must allow limited communication. In the transformation from imagoinstago to queen-imago (see the discussion of ancestral types below). An adult which found itself near a related nest or queen would lose its canopy and join the nest. This morphology in social organisms may be used in sonic and chemical communication. Sensation Since the creatures do not posses any eyes by terrestrial standards.

the chance of the host surviving would increase dramatically. Since the host is likely armored. In this case. An extremely large host might be able to detach the larva at negligible expense to its own structure. The general conclusions regarding the natural host are as follows. it might be possible for multiple larvae to simultaneously implant embryos in one host. the social organisms might remain capable of multiple rounds of implantation. In modern creatures. Moderate levels of activity would indicate that there were no predators around and that the locale was safe for nymph emergence. Alternatively. or might have facilitated in creating an opening in a hard carapace specifically for use in implantation. This orifice is most likely at the end of a stalk of indeterminate length. Possibly. which might be up to a foot in diameter. The amount of oxygen provided to the host is limited by the size of the larval bellows apparatus. In addition. and this would limit the size of a potential host and that host's activity during implantation. and a period of inactivity might be indicative of a host's attempt to hide from a predator. gestation and emergence. and might even serve some symbiotic function by feeding on exoskeletal parasites of the host after emergence. However. During the implantation phase. Possibly the bellows size has evolved to parallel changes in host size. In addition to other possible functions. A host which survived nymph emergence might favor the development of this lifestyle. Assuming that the host would resent an attack on its sole breathing orifice and the subsequent implantation event. and their populations might tolerate the parasitic lifestyle of increasing numbers of organisms. indicating that implantation is probably directly onto the desired internal substrate as opposed to being gained by destruction of external tissue. temporary incapacitation of the host would be desirable on the part of the organism. The parameters of the area surrounding the natural host's breathing orifice may be estimated via observing the length of tail available and the available span of the articulated limbs (2-3 feet for the limbs and 4-5 feet of tail). Thus the natural host probably has only one breathing orifice. ancestral forms of the organism might have used a less injurious host-emergence strategy. Early Ancestors . Possibly the constrictive nature of the tail is used to immobilize the host initially. Some species might retain the ability to switch from a social mode to a more primitive non-social mode. an incapacitated host would be easy prey to various other predatory creatures. The constrictive nature of the tail would seem to suggest that the host's breathing is accomplished by changing the volume of the stalk. If instead of creating new exits. Smaller hosts would occur in more abundant numbers. The parasite might be little more than a pest for a host of sufficient size. and be able to survive further rounds of implantation. requiring the supplemental air supply provided by the larva. The terminus of this stalk is most likely a spheroid 1-2 feet in diameter. Sufficiently high level of activity might indicate flight from a predator. the nymphs emerged via the orifice through which they were implanted. In such a scenario. and that the host would be capable of enduring the implantation period without sufficient cause to successfully dislodge the parasite. Such a host would have to withstand the damage incurred in emergence. This is facilitated by the articulated limbs and the tail. it is more efficient to capture. Also. Bi-directional air flow in the host might be accomplished via the use of peristaltic waves. It is possible that the implantation period would not be *extremely* uncomfortable for the host. a host with thick exterior armor would make creation of new exits difficult. and is at least partially terrestrial. or it could be a specialized structure. These data suggest that the natural host possessed a hard shell. the larval "embryopositor" appears to be composed of soft tissue. The implantation period indicates a requirement for about 24 hours of close contact. This might be a valid strategy if the host was preyed upon. Emergence of the nymph seems to be triggered by moderate levels of host activity.The modern species' reproductive cycle is problematic because it displays a dependence upon the death of a host for the reproduction of a each organism. the mouthed tongue of the imago might function to permit sampling of the tissue contained within a hard carapace. Most of the above speculation regards the natural host of the pre-social organism. ancestral organisms used such a strategy. In any case. on the homeworld. a large organism would be better suited to surviving the embryo development process. It is possible that the modern organism's penchant for creating a new emergence orifice is a modification subsequent to the dispersal into space. The natural host of the social organism is most likely a smaller version of the described host. implying that the host would be in danger of asphyxiation during the implantation process. it is a large terrestrial or semi-aquatic organism which breathes through an orifice at the end of a stalk. immobilize and maintain smaller hosts than large. This could be the host's head. the host is provided with atmosphere via specialized bellows structures on the larva. the tail would probably not be capable of constricting the host unless this strategy were used to inhale and exhale. The host is most likely armored and is possibly prey to other predators. the implantation process might only diminish the host's natural breathing capacity. gestation and emergence on a single host.

affixes itself to it via means of the legs and tail and supplements the air flow to the host during the implantation phase. the larva's sole purpose is to locate and implant an embryo into a host as quickly as is possible. Airflow through this stalk is maintained by expanding and contracting the walls of the stalk. After a long maturation phase. As with the pro-embryo. and some in some "vegetative" species might serve in a "cross. The imagoinstago is the fully adult form of the organism. feeding off of partially digested nutrients. possibly smaller than the medial ancestral type. The larva then locates the breathing orifice. The natural host would be a smaller version of the ancestor's host. Progression through of a series of predatory instars yields the imagoinstago. Comments: The eggs and larvae of this species appear intermediate in that they share the responsibilities of host detection and selection. Possessed of advanced sensory capabilities. These are free living organisms in their own right. Life cycle: Eggs are created in large clutches. In more advanced forms. The eggs mature and enter the dormant phase. Life cycle: A fertile queen creates thick hided eggs in a protected creche. This is the organism which immediately predated the modern organism. Immediate Ancestor A predatory social creature. which serves the sole purpose of creating more eggs. Comments: There are a variety of lifecycle and lifestyle strategies which may be derived from this organism. The natural host is a large creature that breathes atmosphere through a single orifice on the end of an armored stalk. This type of creature is perhaps on the verge of developing into the modern organism. Its sensory apparatus are devoted to this task alone. In this organism. the proembryos might live in the host digestive system. These larvae locate and produce pro-embryos on putative hosts. The host most likely survives this ordeal. these eggs hatch and larvae emerge. mates and prospective host ranges. Putative hosts might be weakened by use of the mouthed tongue. which hunts for food.A non-social creature with a multi-stage life cycle. catches and "boards" the host. devoted to finding food and potential hosts. until the nymph emerges from its "breathing trunk" via the natural orifice. making them more susceptible to being boarded by the larva. These are guarded and tended by various castes of adult relatives. The nest is created and maintained by the adults and is constructed from secreted resin. Possibly. having spent all of its instars searching for food. these creatures are capable of producing many pro-embryos. The natural host might be any large mobile creature. There are probably a variety of different species descended from this general form. These pro-embryos digest whatever available food there is to be found on their substrate. Life cycle: Thick-hided and perhaps armored eggs are buried in the ground and are mortared in place with resin. The adults procure hosts from outside the nest and immobilize them near . This is a very primitive version of the organism. waiting for a weakened host to stumble through. which hunt for food. it can only afford to implant a few embryos. Medial Ancestor A non-social predatory creature with a dual stagestages life cycle. The host proceeds. the embryoembryo metamorphoses into a nymphnymph and becomes a free living organism. This suggests that the larva and egg are a single continuous organism in this species and that sensory organs are shared or duplicated between the two parts. perhaps buried in the ground or perhaps attached to vegetative organisms via resin. although it might experience labored breathing for a few days. The embryo is implanted in the internal substance of the breathing canal. or it might be some sort of immobile vegetative organism. The nymph goes through a series of instars . The motion and sound of a proximal potential host signals the egg to hatch and disgorge the larva which pursues. or a similar smaller creature. possessing no sensory apparatus and probably opening upon the signal of the larva. the food might be other surface parasites or vegetative matter or secreted substances. Once implantation is complete. A series of eggs might be created in a large area. The eggs of this species would be little more than containers. Once a sufficient level of nutrition has been achieved. the adults are capable of cucooning themselves and or severely weakened hosts with resin in order to protect against predation. The mouthed tongue might be integral to all three pursuits. These pro-embryos would be capable of moving between hosts. The egg retains a modest ability for detection and controls the release of the larva.pollinating" capacity. this food might be both vegetative or "animal" in nature. in many cases it can only manage one. This resin might also serve to protect the eggs from predation. until an imago is realized. the larva dies. possibly via peristaltic waves. and because it does not take nutrition. as well as protecting the adults form implantation by larvae of other species. Most stages of this life cycle are omnivorous.

Queens have a greater number of limbs. the ecosystem might be based on geochemical and geothermal systems. In this case. If volcanic activity were responsible for the overcast nature of the atmosphere. and thus may represent a most advanced instar form. A high level of volcanic and tectonic activity might be maintained by tidal forces stemming from planetary and stellar bodies in the system. both on the surface and on the floor of the oceans. This would require an override of the natural inclination for canopied imagoinstago forms to develop into queen. and an additional pair of hind limbs are required to support the ovarian organ systems. incident light might be used by photosynthetic organisms high in the atmosphere.imagoes. Comments: Queens display at least six limbs. large headpiece sheath and externalized ovarian systems with associated legs. Appendix B: The Spore Theory of Reproduction The characteristics discussed below are not the sole characteristics available for discussion. Such an ecosystem might be founded on thermo. the various observed forms may represent different instar stages of adult development. this form is a novel development which is specific to the social species. This could be accomplished via a special queen-produced chemical signal which causes the destruction of adult canopies. Other organisms might exploit the difference in pH and temperature at the boundary between aquatic and terrestrial environments. Geothermal activity might also provide a relatively high ambient temperature. the adult canopy might be the source of the developmental signals which trigger the transformation. and would develop into the sheath. Extensive tectonic and volcanic activity might result in habitats subject to frequent change. If this were the case. If this is the case. Unless it is sufficiently large. Thermophilic photosynthesizing organisms might also be found near lava flows. It might be that imago form retains the ability to create eggs at a much lower rate and at much greater expense to itself (See Appendix B). but the nymphnym ph tears its way out of the host body. Larval energy usage is almost totally devoted to adhering to the host and implanting a single embryoembryo. nor are the conclusions drawn the only conclusions possible. might develop rapidly through a series of instars (which would only be of use in a functional nest) and into a queen-imago which could then begin the egg creating process and reestablish control of a leaderless nest. possibly inhabited by hibernating organisms awaiting an increase in ocean level or the occasional lost creature. that it is extremely overcast or that it orbits a weak sun. and each of these might correspond to a different caste. Areas free of volcanic activity would be dead zones. digits and dorsal vanes than are observed in various adult forms. Larger autotrophs might incorporate endosymbiotic versions of these microorganisms. The EM spectrum incident upon the homeworld is significantly different from terrestrial standards. leaving the larvae as "stripped down" as is possible. The Alien Homeworld Homeworld speculation (assuming that the aliens are not entirely subterranean): The homeworld has a higher atmospheric pressure and possibly a greater gravity than terrestrial standards. A queen in a functioning nest would suppress this development in all other individuals. In this case. The large eggs contain most of the important sensory and decision making apparatus. A lone imagoinstago metamorphosing into a queen-imago might require a period of hibernation as it develops the morphological characteristics of a queen: the auxiliary ventral arms. the host likely expires in the emergence. or in a nest sans a functional queen.mature eggs. and would probably only occur under periods of extreme stress when the nutritional requirements of metamorphosis into a queen could not be met. A nymph which found it self isolated from a nest. An ecosystem not based on photosynthesis would require radically different energy production schemes. organisms would have to be either extremely adaptive or mobile in order to survive. The queen-imago is a form devoted to producing large numbers of eggs in a short amount of time.and acidophillic microorganisms. This might indicate that the planet's orbit is very large. This is simply one possible picture based on the set of assumptions and the data. Implantation and gestation occur as in the medial ancestor. or might be flooded. The eggs open and the larva immediately attach to the host. which might perform particular duties required by the nest according to their age or caste. It has oceans which are of a very low pH and most likely an atmosphere of similar low pH. Vegetative "plants" would be found around areas of geothermal and geochemical activity. halting their development at the penultimate imago stage. The nymph develops into an imagoinstago via a series of instars. lacking "visible" wavelengths. . Presumably. A geothermal habitat might be replaced by a geochemical or volcanic habitat. The acidic nature of the aquatic and atmospheric environments might also be due to extensive production of hydrogen sulfide and other "high energy" compounds via geochemical activity.

It is likely that the queen becomes immobile once her egg production organs mature. the queen is impressive in her continuous production of eggs. and those encompassing the embryo. Egg dies. the development of the queen-imago and her complex egg production organs reflect the creation of a system whereby the queen converts nutrients into a yolk or "pseudo-host". queens retain the ancestral ability to infect real hosts with spores. Why should we expect more from alien lifeforms than we expect from ourselves? . Our human "morality" is a thin tissue of arbitrary principle. This.Queen implants spore in pseudo-host. each imago implants a host with a spore in this manner.INSTAR / IMAGO . It further implies that the queen may direct the adaptation of her offspring by creating special pseudo-hosts based on the information obtained during her own gestation phase.Larva follows signals to host. The process by which this occurs may be functionally similar to the embryo implantation process as carried out by a larva. it might be that prior to metamorphosis into a queen. specially designed to be implanted with a spore. The life stages encompassing the spore. is absurd."dormant phase" [Host signals are detected] 3.SPORE . 7.Queen-imago begins producing spores. Finally. We assume out of hand that other lifeforms must somehow conform to our comfortable standards of logic and morality.A recent encounter reports the ability of an imago to infect a host in a manner which converts it into an egg. the new queen would be assured of having at least one adult who could function in obtaining nutrients for the generation of her eggs and hosts for larval implantation. This factor will hereafter be referred to as the "spore". while the spore is seen as the remains of the ancestral system of reproduction wherein hosts were aquired by adults for implantation. civilian advisor to the USCM Humans suffer from peculiarly self-centered notions as to the nature of life. in addition to being the organizational hub of the nest. nymph. just as would an infected host.NYMPH . The exact nature and contents of this egg were unknown. and it would be difficult for her to obtain sufficient nutrients and hosts to establish a nest were she alone.LARVA . Larva dies. and the second occurred during the gestation phase of the nymph.EMBRYO .Pseudo-host is converted into mature egg. THEORY OF ALIEN PROPOGATION By Dr. of course. The development of the queen-imago as sole reproducing member of a nest may be explained via the existence of the postulated spore. further supporting the idea of functional and morphological identity being conserved between the juvenile and adult life stages. This implies that there were two periods of host-mediated adaptation during the lifecycle of ancestral organisms. Possibly. Waidslaw Orona. The infected yolk would then be converted into an egg by the spore. As the larva-implanted embryo converts a portion of the host into a nymph. but it was presumed to contain a larva.Larva implants embryo in host breathing system. and may allow the queen to control the makeup of the nest by changing the character of the pseudo-hosts. In this case."implantation phase" 4. can then be seen as a special processor designed to convert raw materials into pseudo-hosts. In addition to her large size. If the imago prepared a second host in addition to the one it had implanted with a spore.EGG ."maturation phase" [Egg is released] 2. Host's breathing orifice is secured by larva. The proposed lifecycle stages and designations are revised as follows: Life cycle stages: 1.Chestbuster stage undergoes a series of instar-like transformations until the adult is achieved. The queen. This maturation phase would correspond to the period of time after the spore is introduced to the host body during which the tissue of the host is converted into egg tissue. and may rely on this capacity in the event that the egg production organs sustain irreperable damage. instars and imagoes are referred to as ADULT. 6.Egg opens and mobile crawler emerges. so does the imago-implanted factor convert a much larger portion of the host into an egg. It remains unclear as to whether or not these eggs are mature immediately after they have been released from the ovipositor. A maturation phase has been suggested for eggs during which they are not capable of identifying a valid host or of producing a viable larva. The first occurred during the maturation phase of the egg.QUEEN .Chestbuster emerges from host. easily ignored when expedient. egg and larva are referred to as JUVENILE. This may permit a faster or more efficient means of achieving adaptation to a new environment."gestation phase" 5. however the rapid creation of eggs in this fashion would be greatly facilitated if the bulk of the egg matter as seen within the translucent egg creating organs was merely specially aggregated "yolk" material which had been implanted with a spore by the queen.

Somehow the aliens were transplanted to other worlds.the aliens must have felt utterly at home. all effort would be concentrated on completing the hive. The violent. All that was left was prey. this parasitical breeding process is the single most disturbing aspect of the entire alien phenomenon. However. All ecosystems exist in a delicate state of balance. there may well be a battle for dominance. We humans believe our technology has made us invincible ." it is likely that these special breeding eggs are quickly removed from the queen's chamber and sheltered elsewhere. Perhaps it was millions of years ago.that we have evolved beyond the simple notion of predator and prey. We demand the accoutrements of life as well.They are not like us 2. The balance was gone. Early on. They live in a very simple world. we are intruders.We will never truly understand them Judging from the alien's dense exoskeleton and remarkable adaptability. Perhaps only decades. Imagine a species where the first concious act of life is killing. And finally. Killing may merely be a way for the newborn queen to define its own reality. there are two absolute. The aliens make no such demands. uncontrollable alien infestations occured when the creatures were removed from their natural habitat. or the settlers on Acheron to believe otherwise.their equivalent of giving a bottle to a baby. and lays eggs that will later hatch as queen-larvae. I hesitate to imply any sort of "Darwinian" connotation to these struggles. the hive's queen must sense the instinctive need to propogate new colonies. the aliens would have any number of natural enemies. Certainly there was no reason for the crews of the Nostromo or the Sulaco. Man has never been comfortable in space. . They live to breed. If natural building material were unavailable. amidst the theory. The creatures would not be concerned with the particulars of their environment. We also know that they form hives to protect their young. perhaps other . Humans have confused comfort with survival. we must assume their homeworld to be a harsh. They live to kill. perhaps cyclical. the drones provide host bodies for the fledgling queens. For many in the research community. We can only guess how this might have happened. Some would live. One would not describe this as cannibalism so much as a remarkably ruthless practicality. they survive. At the proper time.As a matter of practical fact. the new queen would lead a contingent of drones away from the old hive. and the alien herd would be kept in check. Even so. This would be as true of the alien homeworld as our own. The ecosystem would survive. some would die. We know from the encounter on Acheron that the aliens have a Queen-based hierarchy. Soon. much of what we presume to know about the alien lifeform is conjecture. At home. At some point. The bodies of the dead would be used to reinforce the walls of the hive. Of course. To assume death has meaning to these creatures is to deny their greatest power. for the aliens. For us mere existence is not enough. As the fledgling queens emerge. Birth is an ordeal of pain and violence. a matter of days or even hours.would be substituted. The natural predators were gone. The cycle would continue. The drones are the queen's slaves and there would be nothing more important than the construction of the new hive. The end result is all that matters.ample quarry . A hostile environment . The aliens would not think in terms of sacrifice. The nesting instinct is a powerful one. desolate environment. They would concern themselves only with circumstances. it is completely natural . unequivocal facts: 1. The actual incubation period is relatively short. Given the aliens' legendary "temperament. The hive is all. Even with our ships and atmosphere suits and weapons.elements .

The “ant” methodology was promoted. When the Jockeys discovered infested worlds where there shouldn’t be. It would adapt to its environment. They designed the species with a hive structure to keep the infestation from running out of control. It is assumed the Jockeys that created the Xenomorphs had a procedure to eliminate the new infection. The creatures we know as Xenomorphs were created. 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. Their technology was organic in nature and was so powerful. The object: To keep the infestation under control by keeping the creatures close to their “queen. It seemed to go on forever…until one side got an idea. the populace is destroyed and the aliens are left alone on the world or spacecraft where the infestation was released. But Pandora’s box was open. they got worried. The experiment was placed on a distant world (“Alien-Proteus”). This creature would be a living machine with the most grotesque combination of science and nature. the death toll ran into the millions. The mother species deposited many life forms to keep their hives intact. When needed. it impregnates. The standard infiltrator mission was as follows: An egg is deposited in a populace. the war never saw twilight. The Jockeys were ready to unleash their creation on their enemy. and an alien bursts out of the host and soon find more host which it can convert into eggs which will also hunt down hosts to impregnate. a drone.THE ALIEN: STATISTICS --WARNING-. The weapon proved useful and the war ended quickly. It was an experiment to create a biomechanical weapon.” The experiment was a success.GMs EYES ONLY –WARNING-THE CREATION: The Xenomorphs were created by an ancient race (The Jockey Race) tens of thousands of years ago (Refer to their plug-in for their past). Soon. a transport would simply set down and pick up a queen. The experiment seemed safe. . Before the Jockeys could stop their “children”. The Proteus planet was still under control. be completely independent…. One small little change. they had evolved.and finally…it would be viscous. or just a bunch of eggs as the mission profile specified. The Xenomorphs were designed to adapt to current situations but their basic morphology was not to change…it did. an army. These life forms seemed to reproduce in large numbers. The creature will kill anything threatening and convert the rest. They were fighting among themselves in a brutal civil war. For decades. They created a species bent only of the art of killing.

They tried to find a weapon to defeat their own creation but they were already demoralized from a past war.Given the capability to create their own queens. The Jockey onboard was killed when an alien egg he carried broke free and impregnated him. They might be long lived. The eggs fossilized. They are also a machine. They gestate in a living host and come out in pain. The stasis fields in the cargo bay were damaged and all but one bay of eggs were unsealed. they have a social structure. A salvage ship could pick up another alien wreck with alien specimens on board. The GM is totally open on how the Alien starts its path. They have a genetic structure. are walking batteries. converting the materials directly into increasing its own size. Someone might even smuggle some life specimens from the radioactive cover of Acheron. The drones are surprisingly intelligent. . In many ways. After thousands of years. Everything went quiet. The infestation was wiped out when the colony’s atmosphere processor went critical. They can eat but process it completely different. It is unsure how the species got off the world but all bets point towards a human cause. THE LIFE AND THE MACHINE The Aliens are alive. the infestation could not be bottled. Someone might recover the Sulaco. the Aliens are machines. The aliens. It was several millennia later when the Nostromo set down on the planet to investigate the signal the Jockey ship had sent to keep people away. They don’t have a digestive system as we know it nor do they even have eyes. as we know it. HUMAN CONTACT LV-426 was the world were the lone Jockey ship crashed landed. The Jockeys found their experiment turning against them. across the galaxy from their homeworld. Either way…they are out. Without a pilot. They have teeth and can scream. 57 years later. They don’t grow as normal creatures do and they also don’t have a nervous system as we know it. as they run on the acid blood in their veins. One cannot go rogue under the direction of its queen. without transportation. a colony was placed on that world which was overrun by the species. They sent one last ship to pick up “evolved” egg samples from the Proteus planet to study…it never came back. One bay remained sealed and waited-the last living legacy of a past experiment that failed. but after ten thousand years. The universe held its breath. They have also shown reasoning. The aliens are alive. the bodies disintegrated and the last legacy of the alien species vanished. then promptly died out. The ship from the proteus world crashed landed on a world far away from their homeworld. or storing it for when it needs to create a hive. They all soon died from exposure. for a better part of the word. Refer to the story for details. They don’t require food. They are born and can die. They also seem to have a programmed path. even their lifespan ran out. The Jockey ship survived. the Xenomorphs quickly overran the planets they were on. his ship set down on the hostile world. The Jockey race vanished. They have a blood stream. It soon broke out of control. They have a very identifiable brain with sensory organs. They seem always under a fixed set of instructions given to them. The Aliens have a cellular structure partly carbon and partly silicon based. covered in a lethal dose of radiation. It seemed the race finally died out when Ellen Ripley dove into a furnace on Fiorina 161.

It can also use smell and hearing as well. can release a facehugger instantly. but it has no form of visual senses. --A queen can give birth to an egg every 5 minutes. ACIDIC BLOOD: The aliens blood is the life of the creature. FUZION rules have a hit location table on page 48 in the PDF rules. --The Drone’s lifespan is 25% of the average lifespan of the host. The splash range is as follows: Head: 1D6 . because its senses are based on pressure and feeling. once born. once born. . at each hour. But a hit to the torso produces quite feedback of acidic blood. However. With that in mind. The difficulty to dodge is 18 with –1 for every meter away from the alien. the alien can achieve full growth in under 10 hours. can devour ANYTHING to increase it own body mass. SENSES: The alien uses motion and pressure senses to locate prey.THE SPECIAL ABILITIES GROWTH: The aliens. can start creating its own eggs six hours after that. Using this scale. but is also uses air in its conversion process. the one thing the aliens will curdle to is heat. --An alien can achieve maturity after bursting in ten hours. A hit in the knees or arms produces little splash of the acid. --A minimum of three drones can convert a regular egg into a queen or royal guard egg in six additional hours. as sensitive as humans. It needs air to produce sound of course. will develop into full maturity in ten hours. Times: --A queen. It doesn’t need a kill to grow. use a percentage of an adult’s abilities for the newborn’s (5 hours—50%) abilities. In comparison. It also is used to maintain temperature. --The lifespan of a Royal Guard is 30 years. upon bursting out. Like most animals. A Queen’s stats can also be used because an alien turning into a queen will also achieve it full growth in ten hours. the creature is sensitive to very loud booms. --The lifespan of an egg is 200 years. --A rogue drone can convert a living host into a regular egg in 10 hours. --Eggs. It is immune to all atmospheric effect including zero-G. The creature does have what is known as a heart. The alien is also immune to radiation. the Alien has the blood pressure and the heart beat of a hummingbird.1 meters Arms / Legs: 1D6 . This rule applies even if the alien is being adopted by the hive to another purpose.3 meters Torso: 1D6 +1 meters Anybody caught in a 90-degree arc from the hit area must make a dodge of roll or avoid the searing effects. It is a highly corrosive form of molecular acid. with society’s help. --The lifespan of a queen is 100 years. however it does work a bit differently. It can convert any refined material whether it be organic or not (metals or animals) and convert it into biomass it can use to grow. BODY: The skin of the Xenomorph is rigid and extremely resilient. the Alien will retreat from fire . The same also goes for the Royal Guard. It cannot be blinded in any way. The acid causes DC7 at point blank range and it reduces by one ever 2 meters to the maximum rage of the splatter. and all Gases. Unlike most creature the blood is under a massive pressure. However. The alien does not use air as we know it.

Therefore. The Queen and the Guards control the Brood that way. the acid blood causes so much damage. Stun Defense is given a very high number. These are used only when utilizing the Alien Psychic abilities. the skill is transferred to the Alien (see hybridization below) --Aliens are extremely susceptible to mental attack. Mental attacks do x 3 damage. DETECTION: Aliens are invisible to infrared and therm-optics. basically awareness. --A Character can use his/her will to cause the Alien to hesitate like above without a mental attack skill. this couldn’t stop the aliens from wiping them out. DEX: This is Dexterity plus any pluses for Dex skills. Any Mental attacks that cause STUN will cause the alien to hesitate for one round. aliens are immune to their own acid. Aliens can never be fatigued or stunned. If these abilities are readily explored. Electricity has only a half effect. BODY: Really only used to determine the amount of damage an Alien can take. PSIONICS (OPTIONAL) The Aliens prime form of communication is direct mental contact. All Characteristics not listed are assumed to be One. Luck. It is assumed that they were designed that way to answer the calls of their Jockey masters (which were heavy Psychics). At TL6. Finally. weapons. it will continue to do damage. STR: Strength. the continues effect of the acid means that ever 50 points of acidic damage removes 1 K. WILL: All aliens have a Willpower of 10. RUN: The maximum move of the alien. This only occurs in the first attack of combat. the target will take –1 DC damage from the initial DC until neutralized. REF: This is Reflex plus any pluses for Ref skills. HITS: How many hits the Alien can take before dying. Even though they have a high stun. Aliens are very vulnerable to psychic attack. This allows even a drone to eat through the armor of an APC. They are all the same to it has been added. They can remain perfectly still and immune to motion sensors unless they decide to move. --Mind Control is possible but hard.Unless the acid is cleared up the following round. To Kill structures. They are al the same to it has been added. WEAPONS: All alien weapons are listed under their unique profiles. Endurance. the following characteristics are not applicable: Humanity. --Aliens are immune to Mental Illusions and Mind Link. The Xenomorph is simply not armed to handle it. Every subsequent round. All normal detection systems are normal. OTHER ABILITIES: Aliens are immune to all other psychological problems as well as all known diseases. they have an effective skill of Zero but if the Host has a skill of even +1. In case you are wondering. Any vehicles or structures in the splatter path are hit automatically 1D6 times. and walls. CON: Aliens have an amazing constitution. the Beekeepers use this as a way of subduing the aliens. then the PCs should be able to develop defense and assault for their abilities. Remember that ALL targets must check for spray. TECH: Aliens have no real tech ability. These skills use the Mental Powers plug-in: --All Aliens have a Telepathy skill with themselves of 10 --To non-Aliens. KD (or PD): The Alien’s armor . CHARACTERISTICS INT: Intelligence plus any pluses for Int skills. The Character needs to beat a DV of 18 to do it. SWIM / LEAP: Self-explanatory. They are al the same to it has been added. However. This includes vehicles. 50% of all damage taken removes armor (round down).

STUN: How much stun an alien can take. If that fails. It has a fast move and can leap amazing distances. WEAPONS: Weapons the alien has access to. SD: Stun Defense. THE FACEHUGGER A facehugger is completely centered on one purpose: Just impregnate the closest person. 3: After the first hour. It can use its tail as a grapple which will increase its chances of a full head grapple by +2 next round. Any living organism that approaches within 3 meters will activate it. REC: How much the Alien recovers per day. the victim must take a CON check and beat a DV of 15 or take DC4 Stun immediately. Generically very high. The Facehugger can be safely removed without acid blood spilt if a surgical ward is present and a doctor is prepped. the egg is only used to create and hold the facehugger life form. HITS: 20 KD: 2 ED: 5 WEAPONS: Launch Facehugger—see below. SPECIAL RULES FOR FACEHUGGERS: 1: If the alien is cut of instantly. even if converted to a Queen. the stun damage increases by 1DC. If it hits. the embryo is in. Every TL reduces the difficulty by 1. If it is ignited. the victim must make a STR check and beat the Facehugger every round to avoid the alien’s grasp. the Facehugger will try to escape. 2: The embryo will be implanted in one hour. Two consecutive successes are required to pry the Facehugger completely. Its only direction is its facegrabbing leap. a live facehugger is removed from the host. THE EGG No matter what. the victim is considered out of commission. Every minute afterward.ED (or EKD): The alien’s resistance to energy attacks. Full acid splash damage must also be applied. . The same DV above is required to remove the Facehugger plus a simpler DV of 15 is required to remove the now dead embryo. It is always unwise to cut the facehugger off after the first few minutes. it will try again. After a single DV of 22. Also add 1DC of Killing Damage. If it misses.

CHARACTERISTICS: INT: 4 REF: 10 DEX: 11 RUN: 24 SWIM / LEAP: 8 HITS: 25 KD: 5 ED: 20 STUN: 35 SD: 20 REC: 13 WEAPONS: Teeth Range: 1m WA: +2 CON: 10 STR: 3 BODY: 5 DC: 3 . Every hour another check can be made. Every failure results in a DC4 injury. As above the Chestburster stats are really only applicable for the first hour. Use whatever food is nearby and grow. no symptoms until the time is right. there is a chance that one or both of the newborns may be killed. then the chances of all of them increase by 10% (3 embryos: 1=30%. the host is ready. The Body is not designed to carry two. Every extra embryo requires one extra hour of maturation in the host for the entire group and one extra hour as Chestbursters before they can mature as adult warriors. 3: There have been reports of Facehugger’s implanting two or more Newborns in the Host body. If it can’t find another host in ten minutes. After that. The Host will awaken an hour later. If this is the case. The chestburster will emerge six hours later. it does DC12 damage to its host with no KD defense. fully recovered. SPECIAL RULES: 1: After six hours. the alien does not have access to any of its weapons…except its teeth. usually sometimes part of the hive but usually food given to it from other adults. as soon as possible. --The Chestburster remains still while the subject in cryo. the alien can still be removed after an attempt to counter a DV of 26 is made. If there are three. Then it becomes a newborn warrior. 3=70%.4: After six hours. 5 embryos: 1=50%. --A queen takes twice as long—20 hours total. Placing it in stasis will prevent that from happening. it will die. Whatever time is left when the host comes out of cryo is multiplied by 10. and moves on to grow off surrounding food. At this stage. 4=80%. CHARACTERISTICS: INT: 4 REF: 9 DEX: 9 RUN: 18 SWIM / LEAP: 6 HITS: 15 KD: 1 ED: 20 STUN: 21 SD: 20 WEAPONS: Tail Range: 1m WA: +2 CON: 10 STR: 10 BODY: 3 DC: Grapple THE CHESTBURSTER: Get away. the Facehugger falls off. the first has a 20% chance of dying and the second has a 30% chance. The Chesburster is loyal to only two things: Its hive and its specific host. 2=60%. 4: Several situations can delay a chestbursters appearance. It bursts out of its host. the Chestburster newborn has grafted itself inside the host. 2=40% 3=50%. 5=90%). If there are two. which is usually hive in the Host room or Breeding chamber. If on its own…it will flee and try to gain is strength as soon as possible. 2: When the alien emerges. But it takes a lot longer to come out.

(Note: This process was shot for the first film but cut. 5: A rogue drone can convert a living host into a regular egg in 10 hours. then they try to create a hive. The stats below are for a standard human. the Drone must create a brood of fellow drones by converting animals into eggs. SPECIAL RULES: 1: Hybridization. If no Hive is present. Only if their Queen or Host is threatened does the alien react in a violent manner. 4: At least 3 drones. They must find new hosts for the queen above all. When that happens. the alien will defend and kill. see below. after forming a small hive. The Facehugger looks normal but creates the appropriate newborn. If a threat has encroached upon the hive. Aliens uses DEX. I have included it as an extra bite the creatures have) CHARACTERISTICS: INT: 6 WILL: 10 REF: 10 TECH: 3 CON: 10 STR: 10 BODY: 10 RUN: 24 HITS: 50 (1 K)* KD: 11 ED: 20 STUN: 70 SD: 20 REC: 20 *A 1 K weapons will kill a drone.THE ADULT ALIEN (THE DRONE): Adults have a different agenda depending on the situation. This involves enclosing the subject and slowly converting the host into an egg. A player must be actively searching for aliens to spot one. Aliens only think for themselves when they are alone. can convert a regular egg into a queen egg or royal guard egg in six additional hours by producing Royal Jelly. If a brood is large enough . Players use Awareness. 3: Aliens never take things personally. all of the aliens Characteristics increase by 1. WEAPONS: Range: WA: DC: Attack Tongue 1m +2 6 KD) Teeth 1m +1 4 Claws 1m +1 4 Acid Spit 12 m -2 5 above) Tail 2m -3 n/a DEX: 11 SWIM / LEAP: 8 SPECIAL Armor Piercing (halves Can also grapple Can also grapple Continues burn (see Grapple . 2: The Aliens can hide themselves in their own hive at +5 skill. the Queen route is always preferred. Since one extra host is used up.

They will always attack to kill. Once removed from her egg sac. They have four arms. When that happens. the host organism is meaningless and hybridization rules do not apply. They will sometimes control the drones when the queen is not present. They protect the queen at all cost. Host gathering is for drones. prevents their growth into a new Queen. somehow.5 K) Armor Piercing 5 5 6 n/a 6 Can also grapple Can also grapple Continues burn (see Grapple None DEX: 15 SWIM / THE QUEEN: Queens do have personalities. If the Queen is hurt. Royal Guards always come out the same way. Royal Guards are created much the same way as Queens except they are raised in the presence of a queen. All her Characteristics can increase by one if this happens. The Queen will almost always have 3 guards near her. For ever 20 Drones in the hive.2 K) STUN: 105 SD: 20 REC: 25 WEAPONS: Range: WA: Attack Tongue 1m +2 (halves KD) Teeth 1m +1 Claws 1m +1 Acid Spit 12 m -2 above) Tail 2m -3 Tail Spear 2m -3 TECH: 6 RUN: 24 ED: 20 (0. If she wants a Royal Guard to go half way across the planet to pick up a flower. add 1D drones. She can override ALL of the Guard instructions. If the queen is directly threatened. they got into a frenzy at an additional +1. If the queen is killed. These and the queens are the only aliens without host loyalty. . If the queen is hurt. The Queen is generically evil but its heart is with its children. Aliens use DEX.5 K) DC: SPECIAL 7 (0. Guards can think independently even in presence of a hive or even a queen. Royal Guards are more intelligent than Drones. Their loyalty is to their Hive. it will. Any threat to any part of their hive is taken personality. and larger. This. faster. the more angry it gets her. A player must be actively searching for aliens to spot one.5 K) KD: 15 (0. Players use Awareness. Like the Queen. Generically. SPECIAL ABILITIES: 1: The Royal Guard can hide themselves in their own hive at +7 skill. They do get angry. Royal Guards are never found more than 50 feet away from the queen and will not pursue opponents past that but can direct drones to do otherwise. all of the aliens Characteristics increase by 1. 2: If their Queen is threatened. the guards are responsible for creating a new one. the Guard will react in a violent manner. The more helpless the child.ROYAL GUARD The Queen’s chosen few. They are also stronger. and very long tail. the queen never moves and directs her guards and drones as per her will. add an additional +1 CHARACTERISTICS: INT: 8 WILL: 10 REF: 13 CON: 10 STR: 13 BODY: 15 LEAP: 8 HITS: 75 (1. Their loyalty is to their queen. she is a monster in every sense of the word. an extra long attack tongue. All instruction to the Guard are given directly by the Queen. they will attack at +1 to all their abilities like drones.

4 K) Can also grapple 6 Can also grapple 9 (0.5 K) Continues burn (see n/a Grapple 10 (0. producing an egg every five minutes. the queen would then send an army of her drones with the newborn to a new location to start a new hive. For those rules. These inherited qualities are usually basic characteristics but as observations showed. . these qualities continued into a deeper realm.5 K) STUN: 210 SD: 26 REC: 33 WEAPONS: Range: WA: Attack Tongue 2m +2 (halves KD) Teeth 1m +1 Large Claws 3m +1 Small Claws 1m 0 Acid Spit 12 m -2 above) Tail 2m -3 Tail Spear 2m -3 TECH: 8 RUN: 24 ED: 26 (0. connected to her egg sack.6 K) None HYBRIDIZATION (Optional) Alien Adults have one amazing capability: They seem to adopt the abilities of their host. A Royal Jelly event seems to override these inherited qualities. They are betroved to only her. just the stats of the alien without any host abilities. a basic alien without host DNA is given. A queen never gives up her guards.5 K) Can also grapple 8 (0.5 K) DC: 13 (1 K) SPECIAL Armor Piercing DEX: 12 SWIM / 9 (0. this creature is NOT possible. After the newborn is born from its host. The aliens seem to gather skills from their host as well. This is necessary if the hive is threatened and the populace must relocate. When her hive becomes too large. A queen. can actually carry up to six eggs on her back. SPECIAL RULES: 1: Queen have two attacks every round because of their limbs. CHARACTERISTICS: INT: 13 WILL: 10 REF: 14 CON: 13 STR: 18 BODY: 30 LEAP: 8 HITS: 150 (3 K) KD: 30 (0. This is not an alien. once detached from her egg sac. she may elect to spread her genes with a new brood to a new hive.Queens are usually only stationary.

+1 for every point. Extreme Intensity is reduced to Severe Intensity. The skill in the adult = Original Skill Value . this number proves very useful (see below) 2—SKILLS: Every character’s skill is translated over. When asked. Social Complications are meaningless. 4—THE SOUL: Whenever this adult Alien with any HP ability comes into contact with anything familiar to the old host. cannot be transferred (Beautiful would be a notable example). the following rules apply. (eg: Constantly is reduced to Frequently. **: Ever 50 hits is 1 K WEAPONS: Range: WA: DC: SPECIAL Attack Tongue 1m +2 6 Armor Piercing (halves KD) Teeth 1m +1 4 Can also grapple Claws 1m +1 4 Can also grapple Acid Spit 12 m -2 5 Continues burn (see above) Tail 2m -3 n/a Grapple HUMAN HOST RULES: If a fully rolled character (PC or NPC) is implanted. Make an HP roll with any modifiers the GM decides which is necessary (a loved one can give –3 bonus to the roll for example).4 number or less is a success (A PRE of 8 has a HOST PRESENSE of 4). Rolling the original Characters PRE . An average human has characteristics of 4…making a regular alien. Or Minor Complications are gone. the complication is inherited. For every extra 3 OP the Character spent (above the initial 3) = -1 to the HP roll. For simplicity HOST PRESENSE is referred to as “HP”. allowing for some very interesting game play. the Alien gets confused. Some.). some complications can be real interesting such as “Responsibilities” and “Personality Traits. With exception of the last two entries. 1—PRIMARY CHARACTERISTICS: For every Primary Characteristic.” 3—TALENTS: Make an HP test for ever Talent to see if it is inherited. However. If successful. roll a D10. roll 2D6 and add your HP + The Trigger Bonus given before.CHARACTERISTICS: INT: 2 WILL: 10 REF: 6 TECH: 0 DEX: 7 CON: 6 STR: 4 BODY: 6 SWIM / LEAP: 4 RUN: SWIM x 3 HITS: BODY x 5 ** KD: BODY x2 ** ED: CON x 2 STUN: BODY x 7 SD: CON x 2 REC: STR + CON *: WILL is always 10. if PRE is above. obviously. (EG: A character with a STR of 8 adds 8 to the alien template making the drone have a STR of 12. The only exception is PREsense. It doesn’t make sense for Aliens to be “Honest” since they don’t talk. GM’s discretion. (A psychopathic alien…. the Alien will always respond normally when not in contact with the Trigger. more if the original host moves to its newborn. this hybridization stops. At the very least. . (like the +3 loved one). it hesitates. role playing will have to be major and final word must be the GMs. Of course. higher than the regular adult. NOTE: If the Characters PRE is below 4.5 + (PRE –5) (eg: A Character with a Hacking skill of 7 and a PRE of 7 will give its newborn a Hacking skill of 4 [7 – 5 + 2] ) All skills the alien inherits below 1 are gone. after hybridization is done.hmmm.) One level is reduced however. The Character will often have to make a “HOST PRESENSE” roll. etc. Mild. 2—COMPLICATIONS: Infrequent. When that happens. This is called the Trigger Bonus. which is used below. A HP roll is required for all other complications with the following modifiers to the rolls: Frequently: 0 Strong Intensity: 0 Constantly: -1 Severe Intensity: -1 Extreme Intensity: -2 Major Importance: 0 Extreme Importance: -1 If successful. However.

The Alien IS the host for all intensive purposes as long as the Trigger is present. The GM determines the final abilities. The GM can use his imagination to do whatever he likes in the final design. 14-16 17+ FINAL NOTES: Any alien that becomes a threat to its own Hive is often ordered destroyed by order of the Royal Guards or the Queen. The Alien hesitates for 2D6 Combat rounds. the Guards or the Queen usually orders its destruction. Royal Guard: DC=15. Queen: DC=13). The DC depends on the alien type (Drone: DC=20. It will kill that trigger and even a 50% chance it will kill the alien that bursts from the host if that trigger gets impregnated. And will kill anything except another alien to keep it that way. Another Alien can attempt to gain control of this alien by Rolling WILL + D10 (or 3D6 depending on what the GM decides). Royal Guard: DC=18. ignore the description. The alien is now a rogue even when in a hive.NOTE: This table is for the trigger being a loved one or a friend. these aliens react exactly as the host would when the memory trigger is close by. If the roll is above 7. The Hive be damned. No aliens can gain control. Another Alien can attempt to gain control of this alien by Rolling WILL + D10 (or 3D6 depending on what the GM decides). But will react normally to everyone and everything else. The GM can make exceptions of course. When this happens. This roll must be made ever minute or ever time the Trigger appears again. The Alien has full recall. it immediately goes back to the Hosts control (no roll necessary).but after that. the Alien must roll its HP+ The Trigger Bonus to keep control or become an alien again. The Alien is confused and hesitates for up to 2D6 minutes and might even be curious of the trigger…. Their PREsense is considered too low to have skills that can be passed down. The Alien will run away. Queen: DC=15). This roll must be made ever minute or ever time the trigger appears again. ANIMAL HOST RULES: Animals don’t have personalities to speak of (people will argue otherwise). The Host personality is in influence. Usually. giving the other a chance to escape. The great advantage of Animal hybrids are the unique characteristics for each animal. The DC depends on the alien type (Drone: DC=18. Hesitation stops. these are just generic bonuses. It will not allow the Trigger to come to harm. This alien will never be the same again. All other Alien attributes apply. It will run away from any group where the Trigger is present. The moment the trigger appears. It will then come around. The Alien’s loyalties are torn. The personality of the Alien when it is uncontrolled is very GM dependant. Add +2 to all abilities and the alien will not think of anything else. Characteristics remain the Aliens. It remembers the trigger but that is all. I cannot write down every animal here. Of course. This alien will even respond to the original Host’s name. When away from the trigger. then -3 automatically to the roll. ROLL 3 4-6 7-9 10-11 12-13 EFFECT The Alien continues as normal. will come around back to its roots. like an enemy (that damn corporation guy that sold you to the aliens). (Optional) The soul or mind of the Host seems to have moved into the Alien. The Alien will just attack the target violently in a rampage of hate. THESE FOLLOWING STATS ARE BASIC ANIMALS AND CAN BE USED FOR GENERIC ROLE PLAYING… . All memories are recalled. It is experiencing emotions it was not designed to handle. All skills and complications go to the host’s original value. Enjoy the attack. No effect. The Gm can simply create a base character however he/she likes and create any type of alien he/she wants. If the Trigger is something displeasing.

CANINE INT: 1 REF: 8 STR: 2 BODY: 3 MODIFICATIONS: TECH: 0 DEX: 9 SWIM / LEAP: 12 / 16 CON: 5 +5 Climbing Runs on all fours +4 Leap +5 Awareness Exceptional hostile. +10 m Leap. Automatic 1 round hesitation. Not very useful to the hive because it prefers killing hosts. +6 Swim. . Automatic 1 round hesitation. More docile. LARGE REPTILE (Gator. +5 ED and KD +1m to Tail. +3 Awareness Exceptional hostile. SEAL INT: 3 REF: 5 STR: 3 BODY: 4 MODIFICATIONS: TECH: 1 DEX: 6 SWIM / LEAP: 24 / 8 CON: 4 +16 Swim More docile.FELINE INT: 1 REF: 10 STR: 1 BODY: 2 MODIFICATIONS: TECH: 0 DEX: 10 SWIM / LEAP: 10 / 20 CON: 4 +8 Climbing Runs on all fours. Croc) INT: 1 REF: 3 TECH: 0 DEX: 3 STR: 8 BODY: 6 SWIM / LEAP: 2 MODIFICATIONS: +1 DC to all Damage except Acid. COW INT: 1 REF: 4 STR: 5 BODY: 5 MODIFICATIONS: TECH: 0 DEX: 5 SWIM / LEAP: 3 CON: 8 25% larger. Not very useful to the have because it prefers killing hosts. CON: 6 BEAR INT: 2 REF: 3 TECH: 0 DEX: 4 CON: 8 STR: 10 BODY: 10 SWIM / LEAP: 12 / 6 MODIFICATIONS: +25% larger +1 DC to all attacks except acid.

Extended Wing-assisted leap.DEER/ELK INT: 1 REF: 4 STR: 4 BODY: 4 MODIFICATIONS: +4 Leap TECH: 0 DEX: 5 SWIM / LEAP: 4 / 8 CON: 4 Small. Black Antlers (WA= 0. DC= 5) HORSE INT: 2 REF: 4 STR: 5 BODY: 5 MODIFICATIONS: TECH: 0 DEX: 5 SWIM / LEAP: 5 CON: 6 Runs on all fours. . Extra long arms and legs (+1 to all hits with claws) LARGE BIRD INT: 1 REF: 6 STR: 4 BODY: 4 MODIFICATIONS: TECH: 0 DEX: 6 SWIM / LEAP: 4 CON: 4 Small Leathery Wings. Extended Leap = 24 LARGE AMPHIBIAN INT: 1 REF: 4 STR: 3 BODY: 3 MODIFICATIONS: TECH: 0 DEX: 6 SWIM / LEAP: 24 / 4 CON: 4 +20 Swim (webbed hands and feet) +5 m range with Acid Spit. Can’t really fly but can glide at Move=30 for every twenty feet.

Armor Piercing) --Larger claws (extend damage as needed) --Extra long attack tongue (up to three extra meters) --Poison. The Alien can change its colors to match its surrounding. this bonus increased to +10. Extra long legs. In addition to the rules for Hives already mentioned.KANGAROO INT: 1 REF: 6 STR: 4 BODY: 4 MODIFICATIONS: +19 Leap. For each one Drone. TECH: 0 DEX: 9 SWIM / LEAP: 5 / 24 CON: 6 OTHER ABILITIES THE ALIENS CAN INHERIT: --The Parachute-like flying membrane as seen in the flying Monkey (similar to the wings in the Bird Hybrid) --Sharp quills like the ones seen on Porcupines (WA=-3. dead drones. dead bodies. Usually. organic materials but NEVER host bodies . Ina Hive. DC=4. Drones spend their time increasing the size of the Hive. Hives are created using the aliens own acidic acid. or taking care of newborns. but the Hive works differently. moving eggs. --Like the Frilled Lizard. The Alien can even regenerate whole limbs back. 1—HIVE CONSTRUCTION: When not gathering hosts. only about 20 Drones are dedicated to this duty. --Double REC. in search for new hosts. A wounded character must make CON (DV=13-25) check to resist 1-14 DC damage (GM decides). their saliva. refined metals. the Hive can expand one meter into a new location in one day. --Up to +8 Awareness because of enhanced senses. This includes empty eggs. and any compounds that they use. HIVE STRUCTURE We all know how the Aliens operate when they are rogue. the Alien can have a ruff of skin it can deploy to purely scare people. The Alien has a +5 to hide (uses DEX). there are some unique features of the Hive itself. --Camouflage. making it virtually impossible. A character must make an awareness and beat the Aliens number to spot it. Others venture out of the hive.

But. 4—HOLY / HOST CHAMBER: Outside. now graying and putrid in its station in the wall. each Alien has its personal crucifix in a church. “For a moment. The Host Room can often be described as a grotesque Alien cathedral. is a network of smaller rooms which are where all the hosts are stored. and the soldier returned to her needs. The Royal guard never deviate more than 50 feet from this location. which each host representing the crucified life form that gave its life to create a new one. Aliens seem to have a genetic loyalty to their hosts…their specific hosts. The soldier face could betray no emotional what fond memories did it hold for the soft one who had been its womb? Once fair and warm and freely giving of is fluids. melting into the bony resins of the cocoon. Hosts of dead aliens are buried under new bodies but all the hosts to living Aliens are on the surface. Drones that leave the Hive permanently don’t carry their hosts with them (a final goodbye). The strange aspect of Aliens is that the Hosts are never destroyed. Drones come and go but can’t stay. The eggs are all stored here until being moved on to their hosts. its ouch oddly loving. This is where the Queen is located. It is unclear what would happen of the Host survived the birth and encountered the live Alien. The Hive can reach almost any size but three square kilometers is the recorded top. It is often for smaller hives to keep the Host chamber and the Breeding chamber in the same room. Once this ceiling is reached. nor are they ever used as food. the Alien will go into a frenzy and do anything except endanger the Hive to kill who threatened its host. a soldier would rest from its labors long enough to gaze upon its own host. Even if there is no other food available. they all come running. The Hosts are never used for building purposes. They seem to have a very strong psychic power (see below) which can recognize genetic familiarity. Then the call of the hive reasserted itself. There are a minimum of two in a 20 member hive. To use a religious comparison. What gives? SPECIAL RULE (Optional)—GENETIC LOYALTY: Aliens are never seen devouring their own host. “Occasionally. If the Hive is threatened. for ever 20 drones.2—POPULATION: As stated. the Queen usually sends around 6-10 Drones with a Queen newborn to find a new hive. as the Queen sends out a psychic scream that calls them. This is because the Aliens are very genetic dependant. Even when the Hive expands. the Aliens never turn to their Hosts. All of its abilities are at +1 when attacking. the Hosts are simply moved to the new locations. This room is generally the largest of all the rooms. glistening claws tenderly traced the features of this once vital and nurturing husk. surrounding the Breeding chamber . There are larger ones on the Proteus world. The opposed thumbs traced the sightless brow. Larger hives immediately move their hosts to the new locations. there was no directive in its action as it lifted its bony talon to the dried face. No hosts are stored here and no one except The Royal Guards are allowed to remain after the room is created. That’s why they are loyal to their hive because they all share the common Xenomorphic alien code. searching the empty sockets for answers. hoisted above with her egg sac. . there are 1D6 Royal Guards. 3—BREEDING CHAMBER: The first room created in a Hive is the Breeding Chamber. Blackened.” If the host is threatened. The average Drone population ceiling is around 150 – 200 with small ones as little as 6. above that. now tattered and cold and desiccated.

They can hide perfectly still an not set off any sensors. This dangerous mutation spread. This virus. This mutation could still hybridize but couldn’t create a hive. They can attack almost instantly. Unless someone has a direction sense or a map or if someone in the group knows how to navigate. 2: Anyone who breathes in the virus (which is visible as greenish smoke in its intensity) must make a CON roll or be infected. The infestation was wiped out before any specimens could be extracted. Could it happen again? There are reports of such mutations: VIRUS At CL3. something went wrong. 5—NAVIGATION: Large hives literally become a maze of mismatched corridors.4—HIDING: Aliens are totally camouflaged in their Hive. started adapting each cell to a biomechanical pattern. Drones would simply carry hosts within the infected areas. getting lost in a hive can be easy. The aliens can form walls and columns in their concealment. After the lifespan of the virus died out and the station was cleared. No Chestbursters. and crawlspaces. once in the blood stream. but invasion of rival hives don’t often take place. they leave each other alone. Generically. There is only one real exception (see below). This infection eventually became airborne. then the Aliens will all hide and wait until the intruders get in close. and every cell had been adapted the chain would reform into an alien life form. This dangerous virus stopped at Anchorpoint but a large chunk of the populace was wiped out. 6—RIVAL HIVES: Drones from other Hives are not welcome and might be destroyed if they trespass. 3: Normal gas masks will screen out the organism. No eggs would be used. If the Hive is entered. which passed through their space before going to Anchorpoint. They apparently could cough up an airborne cloud like they could spit up the acid. . However. No other reports of this virus were reported. Aliens can easily find their way around. SPECIAL RULES: (The DV of all CON checks is 18) 1: Anyone wounded by one of these Aliens must make a CON roll or be infected. MUTATIONS Aliens have already mutated once and turned against their masters. The scientific team there had gathered the Alien DNA coding and tried to extract the most unique chain in the set: The Hybridization gene. After a set time had passed. fighting may ensue. A normal Human would be eviscerated and a full grown alien would emerge from the shell…every cell being used to create a new life form. The Drones themselves carried the disease and a single bite or scratch would infect a new body. This is the set of instruction that cause a genetic splicing of human and Alien DNA and making a new life form. pits. a Spacecraft with a possible alien infection was brought into Anchorpoint Station. released by the queen and carried along. then they are attacks. The Chain turned into an airborne virus. Not surprisingly enough. They will have a +5 initiative and whether they win or loose will have a +3 to hit on their first target. it was repopulated. Instead the host would just be infected. Apparently. a radical idea was allowed to flourish. The Rodina station n UPP was reported completely lost from the same virus brought by the same ship. If they end up competing for hosts.

8: The Hosts do not release the virus until the Alien is emerged. An infected human can be processed to be turned into a Queen. Queens can create Guards the same way. Spread the infection. 6: Killing the host anytime will destroy the alien virus inside. 12: The Aliens do not Hive so do not get the +5 Hiding bonus. They seem to indulge in killing more than the expansion of the Hive. they look the same. Even still. 11: Aliens are the same except none of them have an acid spit. except instead of being black. Red Aliens are also much more uncontrolled and much more aggressive. This flaw seems to point to the genetic fluke theory SPECIAL RULES: 1: Red Aliens have a +1 to all their characteristics because they are always so aggressive. It is assumed this is the reason of the Red Alien’s aggressive nature but the connection is unclear. During the virus’s bombardment of the host.4: The virus is airborne as well as being transmitted through blood and touch. their abilities increase another +1 2: Impregnation takes longer for reasons unclear. which is the only area not effected. 14: No one ever found a cure for the infection. It is replaced by a virus cough with the same range. 5: A blood sample taken any time after the first hour of infection will reveal the virus. the host is totally normal. They are much more aggressive this way. It is unclear how they were created. It is assumed because of camouflage. HUH?!: This mutation was the basis of Williams Gibson’s Alien 3 script. RED ARMY Another species of Xenomorph was discovered on a distant world. But their Intelligence suffers. Some figure this is a natural rival species meant to keep the aliens in check on their homeworld. ready for the fight. If you get them really angry. the Blacks outnumber the Red 10 –1 across the cosmos when they are introduced at CL4. The effect. 3: Red Aliens and Blacks are volatile to each other and will attack each other in favor of any other threat. 10: The Host will die in 6-12 hours and a full grown alien will emerge. A popular theory is that the rival Jockeys created this species and it was this species that wiped out the side that created the black ones. 13: Aliens are more uncontrollable since they have no hive or host duties. 7: Everybody unprotected within 1m of a bursting alien must avoid the expulsion of gases. The vision is of the alien bursting from the human skin. is viral infection.. For all intensive purposes. Falls off. 9: A heavy assault of anti-virus medicine applied in the first hour could ward off the infection. 15: There were reports of infected humans giving birth to multiple newborns and even Facehuggers. All of these reports seem to be side effects from past genetic knowledge and seem not to be part of this new genus but rather a mutation of this breed that pops up once and a while like double jointed humans. Their infestation is substantially less because the gestation period for Red are twice as long as Blacks. . No symptoms. Royal Jelly events operate differently. Impregnation take a full day after the Facehugger. which is their job. they are red. however. Others think this is a genetic fluke that resulted after thousands of years of evolution. They also do not have Host loyalty. Queens do not come fully grown and must grow from an adult alien to an adult queen. Whole armies fight it out on the Proteus planet. INT is –2 (not effected by the +1). Queens were reported giving birth to eggs that only released the virus. All should avoid direct contact with an alien or be forced to roll CON.

Royal Guards have never been encountered. They are see-going creatures that are low in numbers. It is unclear which species hosted this breed of alien. The Bracken Aliens are hideous monstrosities that attack and drag down victims and use them to host.8 K) ED: 20 (0. It is assumed the underwater Hive there has Oxygen.4 K) Can also grapple Acid Spit 12 m -2 9 (0. The Drones are the size of small queens and have no legs. but are lethal the same. CHARACTERISTICS: INT: 6 WILL: 10 REF: 10 TECH: 3 DEX: 13 CON: 10 STR: 18 BODY: 20 RUN: 10 SWIM / LEAP: 24 / 10 HITS: 100 (2 K) KD: 40 (0. . Their tails are identical to lobsters. They are blue colored and lack the attack tongue. the Bracken’s World infestation is one of the strangest. These rules are really just guides. Their carapace is similar to a Queen’s but these warrior lack all their other features. but they must have been dangerous.5 K) Continues burn (see above) NOTE: The GM can create any new breeds he wants. The Queen for this infestation is assumed to be living under the kelp beds.3 K) STUN: 140 SD: 26 REC: 28 WEAPONS: Range: WA: DC: Teeth 1m +1 9 (0.5 K) Can also grapple Large Claws 3 m +1 8 (0.BRACKEN’S TERROR At CL4.

However. pilots. Some studies published in recent years have suggested that androids have an important role to play within small infantry units. Though muscles can withstand considerable wear and tear. It is recommended that the muscle system be overhauled on a regular basis and individual elements replaced every two years. Though the Geneva Convention prohibits the equipping of androids with weapons or uninhibited combat abilities. The basic chassis is a carbon fiber skeleton with latchment point for the artificial musculature. especially in a military model. faster and better coordinated than an average human. the physical appearance and simulated behavior patterns of synthetic units are designed to particular specifications. As in a human. supporting front line units as multi-role team-members and mobile database. Power for the android is supplies by a 25kw fuel cell with a life of approximately 400 days between refueling. practical experience has shown that it is a necessary component to maintaining combat unit efficiency and integrity. Most synthetics in Colonial Marine service appear as mature. Muscle layout and operation.BACKGROUND In recent years increasing numbers of synthetics humans have been deployed with Colonial Marine line units. Most human soldiers are psychologically unable to interrelate with an inhuman-looking android. Military synthetics are designed to be virtually indistinguishable in appearance from a human. Their personalities. this was replaced with a more powerful Micro-Nuclear reactor with a 20 year lifespan. as with certain other internal function. The modern synthetic is a highly complex machine: stronger. and as a maternal/paternal influence in nurturing and sustaining the group dynamic at optimum efficiency. The synthetic’s mind is an integrated Carbon 60 processor with a processing speed of 1015 floating point operations per second. It can be ordered to perform hazardous tasks in place of humans. join motorization or gyrostabalization is present as in other anthropomorphic frames such as powerloaders. legally androids are classified as a Corps' property. At TL5. both as an impassive neutral party. The muscles are vat grown silicon colloids powered either by pumped micro-hydraulics or electrical stimulation. Though they are an artificial intelligence in the broad sense. Marine androids are always employed in a non-combat role. their utility and not-inconsiderable unit cost is an incentive to any Marine field commander who wishes to treat a synthetic as expendable. are homologous with those of the human body. the lack of a self-repair facility means that they eventually lose their strength and become increasingly elastic over time.2 . the skeletal structure is inherently unstable and is effectively suspended by the musculature. medics and scientific advisors to combat units at platoon level and above. the Colonial marine corps regards them as an invaluable resource. as a result. Instead. At TL5. the muscles must work actively to keep the chassis standing upright while active feedback systems control its stability. idiosyncrasies aside. these overhauls were no longer necessary. usually as drivers. average males or females around 20 to 40 years of age. when Synths are equipped with nano-repair facilities. can best be described as passive or non-threatening. Memory capacity includes 1 terabyte of fast cash buffer RAM and 1. No limb-locking. Although a synthetic’s cosmetic appearance would seem to be a superfluous feature.

they gain very pronounced personalities. One aspect is that identical models don’t necessarily need to look alike nor do they have the same skills or abilities. Their statistics are an average for that type. 8: Synths have no WILLpower and succeed at all will checks. even though for all other intents and purposes synthetics are artificial intelligence. corrosive atmospheres will melt them. synthetics require a similar breathable atmosphere. harm. At TL5. these lines were blurred even more.Terabyte of non-volatile memory. extreme pressure will squash them flat and hard vacuum will explode them. Indeed by comparison they are somewhat fragile. SYNTHETICS RULES Watch carefully as the synthetics continue in their development. these capabilities do not infer human-like consciousness. They have mild emotional responses but no major emotional personality quirks. a human being. They cannot heal themselves until TL5. though powerful. In addition. with the release of the Advanced Capability Synth. Though the graphite composite skeletal structure of an android is study. though in most cases a partially destroyed android can continue to function. The system is architectured around a very powerful heuristic logic driver. have the ability to reason conceptualize and offer opinion. In combat arenas and environments where an ever-greater degree of specialized (usually scientific) information needs to be made available to a unit commander. 2: Synths have no Stun and are unaffected by all weapons that cause stun. a synthetic is the ideal vehicle for storing and relaying that information. 7: Synths pre-TL5 have no recovery. 6: Synth’s Endurance is triple that of humans. making decisions based upon imported sensory data. synthetics are not especially tough. superficially register self-awareness and. and there is no true self-awareness as such. Synths cannot by action. Synthetics all follow the same rules. though this may not be all apparent to an untrained observer interesting with a unit. 4: Synths have no humanity and are unaffected by what they see. However. information drawn from experience and he android’s vast inbuilt databases. Despite their advantage in speed and strength over human and their imperviousness pain. 1: Unless picking a combat synth from TL4. Their specific dispositions depend on each model. A synthetic mind and personality is essentially a construct. Their chief advantage to unit commanders is their ability to impart knowledge and experience outside of the training of most combat specialists. They also start to become independent. is limited. Intuitive functions are derived from a suite of nested contextual and semantic programs linked by self-mapping loops of tangled hierarchies. the electronics and fluid musculature are extremely vulnerable to hydrostatic shock and explosive effects from small arms fire. However. allow to be harmed. Synthetics have proven themselves invaluable in Colonial Marine service across known space. an android’s ability to understand and process abstract concepts and symbologies. freeing manpower that would otherwise be unavailable for actual combat. Refer to the Alien: Resurrection Plug-In for information on their evolution past this. 3: Synths have no luck. Even prolonged exposure to low atmospheric pressure can cause baratrauma and embolism in the unit due to the high proportion of fluid colloids used in the manufacture of its musculature and skin. By TL3. 5: Synths have no psychic defense and are immune of psychic attacks unless it is telekinesis. . In hostile environments. or by not acting. albeit handicapped. A direct fire to the central processor or fuel cell will result in immediate deactivation of a unit. The models become more orientated to specific duties. their personalities increase in variety. most importantly of all. They must repair themselves directly. Androids display synthesized emotion. they have the capacity to perform many non-combat tasks.

7: Lifepath. Synthetics below are labeled as general or special and there are special rules for each. no Special Synths. Their immediate family are synthetics of the same model type. the following rules must apply as well as the ones above: 1: The Player picks a template that MUST be a General Purpose. fat. but the common models are listed below. Every five points after that reduces every characteristic by one. For General. Either way. they are fully able to choose evade skills. Reducing the BODY to zero destroys the body but the brain can still be salvaged. 8: No ceiling limits to skills. 11: Standard Synths take the skills listed in “( )”. If designed for character use. 14: Synths can develop as naturally as humans can as long as it stays within the parameters of their model. the unit is out of commission. A Synthetic can be anywhere from 1-6 years of age.). Past that is a rarity. a basic model is offered with possible paths available. Energy Killing Defense is the same number. 10: Standard Synths take the average Characteristic below. GENERAL PURPOSE: Mass produced synths are constructed in the thousands for use in every field of use. no military skills can be chosen if it involves causing harm (Firearms. 2: Configure his or her characteristics as long as the total is the same given to the other characters. 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) 12: Unless a combat Synth. 3: NO complications 4: Talents not already given only cost one point instead of three. You cannot add half your stun to your Hits. the Synth still works but at half abilities. thin. Only general purpose Synths can be characters. 10: Any major body part that takes ½ the total damage of the synth is lost (arms and legs only). 5: No perks or privileges.9: If the hits are reduced to zero. Synthetic are broken up into two categories. General Synths can be short. When INT is reduced the zero. at this point. 9: No Constitution. The models here are listed using 45 points for average (but it increases if the GM has awarded more points to PCs). 6: Hits are the same. ignore this number. The Player MUST follow the guidelines given to that synth. All other skills are open. 13: Although Synths cannot harm human beings. If reduced to more than twice its Hits. tall. See above. Heavy Weapons. Because they have no stun. . Synths only have seven Characteristics. etc. the brain has been destroyed. Their Characteristics are given in ranges and only skills are listed with additional points the GM can spend to configure the robot. They change with each model released but have many similarities. the units is utterly destroyed 11: Killing Defense is generic for the Synth.

CORPORATE—BASE MODEL—SYNTHETIC TECH LEVEL: TL1 COST: $55 000 EXAMPLE MODEL NAMES: “Ash”. Rumors indicate that some corporations privately modify their in-store models to break these rules. are bound by their behavioral inhibitors. “Doyle”. “Costas” AVERAGE AGE: 30-40 CHARACTERISTIC RANGE: INT: 6-8 PRE: 1-3 TECH: 7-9 REF: 5-7 DEX: 6-8 STR: 5-7 MOVE: 3-5 BODY: 5-7 HITS (Average): 30 KILLING DEFENSE: 8 RECOVERY (TL5): 15 Education : +4 (+6) Computer Programming: +3 (+5) Science: +3 (+5) Research: +1 (+3) Paramedic: +1 (+3) Pilot—Dropship: +2 (+2) First Aid: +4 (+6) Engineer--Synthetic: +1 (+3) Electronics: +2 (+4) Astrogation: +1 (+3) Driving—APC: +2 (+4) Driving—Buggy: +1 (+3) Navigation: +1 (+3) Engineer—Aerospace: 0 (+2) Engineer—Armor: +1 (+3) Pilot—Starship: 0 (+2) Engineer—Starship: +1 (+2) Pilot—Powerloader: +1 (+2) ABILITIES: Ambidexterity Common Sense Eidetic Memory Lightening Calculator Time Sense Speed Reader Double Jointed BACKGROUND: CMC Synthetics are known throughout the ICC as being the most reliable. These designs also seem to have been hardwired with a loyalty directive from their home corporation to always think of the common good of the Corp before itself and even others. “Lizzy”. These are constructed by a variety of corporations but then are sent on with blank memories to be programmed in. Initial designs were unstable and twitchy. and as support in corporate affairs. At TL1. “Crowe”. The only reports of rogue Synths have all been of corporate models. “Sylvie” AVERAGE AGE: 30-40 CHARACTERISTIC RANGE: INT: 7-9 PRE: 1-3 TECH: 7-9 REF: 5-7 DEX: 5-7 STR: 6 – 8 MOVE: 2-4 BODY: 5-7 HITS (Average): 30 KILLING DEFENSE: 5 RECOVERY (TL5): 15 BASE SKILLS: Business: +1 (+3) Computer Programming: +1 (+3) Education : +4 (+6) Hacking: +2 (+4) Science: +3 (+5) Research: +2 (+4) Paramedic: +4 (+6) First Aid: +3 (+5) Engineer--Synthetic: +1 (+3) Xenobiology: +3 (+5) Electronics: +1 (+3) Expert—Corporation: +5 (+7) Bugging: 0 (+2) Concealment: 0 (+2) Perception: 0 (+2) ABILITIES: Ambidexterity Common Sense Eidetic Memory Lightening Calculator Time Sense Speed Reader BACKGROUND: These Synths are constructed by almost ever corporation so their exact stats vary like snowflakes. “Andy”. “Brook”. support on mining colonies. like all Synthetics. Corporations build all synths but these designs are used by the group’s own staff. It is known that this procedure is impossible but that is just the official statement. In fact. All current models. almost all older models have either been recalled or refitted with newer operating systems. These were the first designs ever made in this field. Marine Synths are used primarily by The Colonial Marines but these designs have been spotted as general staff on stations. the only real way to identify a Military Synth is by the crowd it hangs . “Dawn”. making these designs the second most common variant. MILITARY—BASE MODEL—SYNTHETIC TECH LEVEL: 1 COST: $65 000 EXAMPLE MODELS: “Bishop”.

“Claire”. Sex Synths are often programmed for a variety of purposes even when they are sent for sexual purposes. They are used mainly in support stance as general purpose synths with training in medical and engineering skills. mining outposts. The evidence is apparent. “SEX” AD-CAP (“ADVANCED CAPABILITY”) GENERAL SUPPORT SYNTHETIC TECH LEVEL: 3 COST: $100 000 EXAMPLE MODELS: “Judith” . medical. Both the Marine and corporate models are renown for being very boring. They pilot transports but not often military assault vehicles. People skills were not considered a priority. so their behavioral inhibitors are the most constricting. They have programming to not intentionally hide their identifies. From a visual perspective already.” BACKGROUND: As the personality matrixes of Synths became more advanced. finally…sex. Corporations have made the utmost effort to keep the behavior of AdCaps in check but unconfirmed reports do reveal some of these synths have vanished from time to time. then not. All are extremely sociable and almost impossible to identify as a Synth unless they are wounded. and support positions. The models are also the youngest available on the market. as the requests rolled in from the rim colonies. no one refers to AdCaps in that way even though even the corporation privately admits it. and then. AdCaps are never used for hazardous duty since their cost is exceptionally high. the Synthetics are exceptional more attractive and with skills that allow them to utilize that. CMC totally prohibits the re-programming of any Synth. (bordering on the illegal). Like many taboos in human history. Wardrobe&Style have been added to “Skills. outer-veil colonies. Most models are between 19 – 25 years of age. the demands moved beyond just socializing into heavy interaction. but some have been heard to be constructed even younger but these are kept tightly under wraps for obvious reasons. All Synthetics have sexual programming but synths designed for such purposes handle the situations better. In fact. Dick warn that automatons made to resemble humans in almost every way including their feelings will eventually and ultimately rebel. Performance. as well as deep space scout. This synthetic is really called the Advanced Capability Synthetic. NOTE: Fans of Philip K. “Morgan”. However. and towing vehicles requested robots with better socializing skills. Any Synth breaking the coveted unbreakable rule of not harming a human is to be eliminated on sight by Marine Forces. Sex Synths have one of the most advanced brains on the market. “Virgil” AVERAGE AGE: 19-25 INT: 4-6 PRE: 5-7 TECH: 6-8 REF: 4-6 DEX: 4-6 STR: 3-5 BODY: 4-6 MOVE: 2-4 HITS (Average): 25 KILLING DEFENSE: 5 RECOVERY (TL5): 10 Education : +3 (+4) Computer Programming: +1 (+2) Science: +2 (+3) Research: +1 (+2) First Aid: +2 (+4) Engineer--Synthetic: +1 (+3) Electronics: +1 (+3) Navigation: +1 (+3) Pilot—Powerloader: +1 (+1) Acrobatics: +1 (+3) Performance: +5 (+7) Conversation: +2 (+4) Seduction: +4 (+5) Wardrobe & Style: +6 (+7) Persuasion: +5 (+7) Mimicry: +2 (+4) Perception: +1 (+3) Hand-to-Hand—Evade: 0 (+2) High Society: 0 (+1) ABILITIES: Ambidexterity Eidetic Memory Beautiful (Level 3)* Double Jointed Night Vision *Bonuses to Persuasion. “Shana”. Marine Synths aren’t even used for passive defensive purposes. Very few are made older although some models ACTUALLY designed to be used for hosting or negotiating purposes have been constructed up to 35 years of age. the designs have only been used from a perspective of Sex.with. They are often used in the sciences. but often. . escort.

“Paxton” AVERAGE AGE: 35-45 CHARACTERISTIC RANGE: INT: 8-10 PRE: 1 TECH: 8-10 REF: 5-7 DEX: 5-7 STR: 4-6 MOVE: 3-5 BODY: 5-7 HITS: 30 KILLING DEFENSE: 3 RECOVERY (TL5): 20 BASE SKILLS: STANDERD (Both Models) Education : +4 (+6) Engineer--Synthetic: +4 (+6) Electronics: +2 (+3) Computer Programming: +1 (+3) MEDICAL: Science: +3 (+5) Research: +3 (+5) Survival: +2 (+4) Paramedic: +5 (+7) First Aid: +5 (+7) Xenobiology: +1 (+6) Forensic Medicine: 0 (+3) Criminology: 0 (+3) Professional Doctor: 0 (+3) TECHNICIAN: Engineer—Armor: +4 (+6) Weaponsmith: +3 (+5) Engineer—Starship: +3 (+6) Engineer—Aerospace: +4 (+6) Mechanics: +3 (+6) Pilot—Powerloader: +2 (+5) Driving—APC: 0 (+3) Driving—Buggy: (+3) Pilot—Dropship: (+2) ABILITIES: Ambidexterity Eidetic Memory Lightening Calculator Time Sense Speed Reader Acute Touch . Elvis lived and so did Caruso. Synsound makes most Rockers. “Gutterboy. Rockers are used primarily for entertaining purposes and not for socializing. their designers started considering the synths themselves much as art as the music they played. They could recreate any human voice ever recorded and with Android technology. People attended but not as many at Presley Hall. MEDICAL / TECHNICIAN SYNTHETIC TECH LEVEL: 2 COST: $90 000 EXAMPLE MODELS: “Payne”. NOTE: Rockers are not recommended because of their decreased skill and limited use. whose android duplicate sang every week at the New Met opera house. As their evolution continued. they were re-engineered to be more outrageous. where mutadroid rock groups thrashed until the fans got bored. “Hardware” AVERAGE AGE: 20-30 INT: 2-4 PRE: 4-6 TECH: 4-6 REF: 6-8 DEX: 5-7 BODY: 2-4 HITS: 15 KILLING DEFENSE: 1 RECOVERY (TL5): 0 Education : +1 (+1) Computer Programming: +1 (+2) First Aid: +1 (+3) Engineer--Synthetic: +1 (+3) Acrobatics: +1 (+3) Performance: +5 (+7) Wardrobe&Style: +4 (+7) Persuasion: +3 (+6) Perception: +1 (+3) Play Instrument: +5 (+8) ABILITIES: Ambidexterity Beautiful (Level 1) Perfect Pitch STR: 4-6 MOVE: 2-5 Research: +1 (+2) Electronics: +1 (+3) Conversation: +1 (+3) Mimicry: +4 (+6) Double Jointed BACKGROUND: Entertainer models are not really precursors to the AdCaps even though their skills seem to indicate that. they are often frozen when presented with surprising conditions (Remember “Mudds Women” on the Original Star Trek?). “Floyd”.GENERAL ANDROID ENTERTAINER (“ROCKERS”) TECH LEVEL: 2 COST: $35 000 EXAMPLE MODELS: “Rod”. Even though they are programmed to be more sociable. Instead of retiring at 25. and ever new. “Orson”. “Skank”. shocking. could do more.

hostile alien life forms. suddenly tell a PC he is a combat synth. As a result. whether medical or engineering. “Powell”. SPECIAL PURPOSE: Special purpose synths cannot be made as characters because the designers only created them for one purpose. It just concentrates primarily on its skills. humans just didn’t like them. That means all their past friends and family were implanted. They still are not programmed to directly hurt human beings even though they are allowed to passively subdue them. There were interaction problems. played along with the deception. . Some were even implanted with fake pasts. there were questions about their emotional stability—and how they would react to the truth. Game play would be quite boring when those requirements do not apply. This resulted in many problems and a few initial designs becoming ostracized by their squads. These are Synths designed for specific jobs and when those jobs are done. the Corps loosened their behavioral skills a bit. A GM may. They were allowed to have a larger palette of emotions. The problem with them was that there were designed to completely intermingle with their squadrons.BACKGROUND: From the opposite side of the AdCaps are the Medical and Tech Synths. They are. totally ready to extinguish animal life but specifically. The programmers were almost too clever . however. “Easley”. They are cost effective and expendable. and were enlisted in the Corps so they would be accepted early. Those who knew. The androids developed sensitivities. Their abilities are fixed. if his / her skills fall into the categories above. Players who play Combat Synths know who they are. They have almost zero social skills even though they still have a personality. Techs primarily work with their tools and machines and often never even talk to anything made of flesh and blood. the unit is useless until needed again. “Blake” AVERAGE AGE: 25-35 CHARACTERISTIC RANGE: INT: 3-5 PRE: 4-7 TECH: 3-5 REF: 6-8 DEX: 6-8 STR: 4-6 MOVE: 4-6 BODY: 4-6 HITS: 30 KILLING DEFENSE: 5 RECOVERY (TL5): 15 SKILLS: Autofire Weapons: +4 (+5) Driving--APC: +1 (+3) Heavy Weapons: +2 (+4) Demotion / Disposal: +2 (+4) Gunnery: +1 (+3) Pilot—Dropship: +2 (+4) Athletics: +2 (+4) Hand to Hand: +2 (+4) Hand to Hand Evade: +2 (+4) Firearms: +3 (+5) Ranged Evade: +2 (+4) Mechanics: +2 (+4) Survival: +1 (+3) Tracking: +1 (+2) Weaponsmith: +1 (+3) First Aid: +2 (+4) CMC Synths are not trained in Marine HTH ABILITIES: Ambidexterity Common Sense Eidetic Memory Double Jointed Night Vision Light Sleeper Beautiful / Handsome (Optional at a 3 OP cost) BACKGROUND: Combat models are very unique and very controversial. Med-Synths are profound for having very poor bedside manners but you were in good hands when you had them CMC COMBAT SYNTHETIC TECH LEVEL: 4 COST: $75 000 EXAMPLE MODELS: “Bueller”.

The other flaw was its Alien Behavioral Protocols. There was a strong chance the model would not be accepted into the Hive the XL1 infiltrated. the Synth will kill or harm anything threatening. the XL1 would shut down its standard Synth protocols and would act like a xenomoprh until it heard the override command to revert back to its original programming. When threatened or provoked. Its primary problem was its difficult task of infiltrating hives. When these alien protocols are in place. They were placed in their own directory.XL1 “NORBERT” PROTOTYPE XENOMORPH SYNTH TECH LEVEL: 4 COST: nil / Prototype model CHARACTERISTICS: INT: 3 PRE: 1 TECH: 3 REF: 8 DEX: 8 STR: 11 MOVE: 10 BODY: 10 HITS: 50 KILLING DEFENSE: 22 RECOVERY: 0 SKILLS: Autofire Weapons: +3 Engineer—Synthetic: +3 Athletics: +3 Contortionists: +2 Infiltrate Hive: +3 Hand-to-Hand: +4 Hand-to-Hand Evade: +3 Ranged Evade: +2 Shadowing: +3 ABILITIES: Acute Smell Ambidexterity Blind Reaction +3 Combat Sense Direction Sense Double Jointed Night Vision * Beserker (Will activate Alien Behavioral Protocols if Nutra Gel (see below) threatened. Norbet was a flawed prototype. the aliens enhanced senses give this ability. BioNational funded the project but was the brain child of Mayakosky. Synth Protocols overridden. (The XL1 does not have Acid for blood) BACKGROUND: The XL1 Norbet prototype was designed by Stan Mayakofsky to study the Alien in its own environment. . unfortunately. must be assembled. ARMAMENT: Range WA DC ROF NOTES Attack Tongue 1m +2 6 1 Armor Piercing (halves KD) Teeth 1m +1 4 1 Can also grapple Claws 1m +1 4 1 Can also grapple Tail 2m -3 n/a 1 Grapple Cold Plasma Laser 500 0 8 30 300 Shots. who always was interested in the hive structure of many Earth insects. Will attack what threatened it until commanded to by access code) *: Although blind. 3r to ready.

every acid splash has a %30 percent chance of causing 4DC damage directly to the Synth (no armor) XL2 “JERI” MAYAKOVSKY MARK II XENOMORPH SYNTHETIC TECH LEVEL: 5 COST: $1 450 000 CHARACTERISTICS: INT: 5 PRE: 3 TECH: 5 REF: 8 DEX: 8 BODY: 10 HITS: 50 KILLING DEFENSE: 22 RECOVERY: 15 SKILLS: Autofire Weapons: +4 Engineer—Synthetic: +4 Contortionists: +3 Infiltrate Hive: +5 Hand-to-Hand Evade: +3 Ranged Evade: +2 Xenobiology: +3 Education : +4 Science: +3 Research: +1 (+3) Pilot—Dropship: +2 First Aid: +4 Driving—APC: +2 Driving—Buggy: +1 Engineer—Aerospace: +2 Engineer—Armor: +2 Engineer—Starship: +2 Firearms: +3 ABILITIES: Acute Smell +3 Combat Sense Acute Hearing Direction Sense STR: 11 MOVE: 10 Athletics: +4 Hand-to-Hand: +4 Shadowing: +3 Computer Programming: +3 Paramedic: +1 Electronics: +2 Navigation: +1 Pilot—Starship: +2 Ambidexterity Double Jointed Blind Reaction Common Sense Eidetic Memory Lightening Calculator Night Vision* Time Sense Nutra-Gel (see below) *: Although blind. Its jaw and mouth is not capable of forming words so a special voice box was wired into its skull. was designed to monitor Hives already controlled by mankind. but Jeri can simulate a psychic pulse that confuses Aliens into believing the Synth is part of their Hive. All of the other weapons are the same including the sharp claws and attack tongue. the similarities end there. Both can infiltrate Hives.” Norbert’s skin is actually DNA patterned exactly like a real Alien.Its Synth personality is a Class 1 basic with very little social skills. Mayakosky installed strange energy devices over the Synths body. When asked why the Synth would need a Cold Plasma Laser. the aliens enhanced senses give this ability. the acid may infiltrate the innards. The unit infiltrates the Hive by adapting its pheromone signature to the Hive it is adapting. This mechanism is very effective but Mayakosky hadn’t realized the Hive has a dominant psychic signature which a synth is incapable of generating. Hives can be forgiving. Mayakosky simple answered. Jeri. “I’d want one. etc) and combined. However. The Prototype is indistinguishable to a xenomoprh except it does not have the acidic blood pumping through its veins. a section from the back. If wounded. However. Very few exist considering the extreme production cost of the model. Sometimes. When removed from the body (a section under its arm. The creature’s voice is mechanical and inhuman but the Synth doesn’t even need to open its mouth to talk. it forms a very unique and crude Cold Plasma Laser only operable by the Alien Synth unit. Jeri looks identical to the Norbet model considering they are both Xenomorphic Synthetics. ARMAMENT: Range WA DC ROF NOTES Attack Tongue 1m +2 6 1 Armor Piercing (halves KD) Teeth 1m +1 4 1 Can also grapple Claws 1m +1 4 1 Can also grapple Tail 2m -3 n/a 1 Grapple (The XL2 does not have Acid for blood) BACKGROUND: “Jeri” is the common name given to the Production model of the Mayakosky prototype. There are sanctioned Corporation hives that are usually monitored and controlled. If wounded. being immune to the acidity of their blood. Jeri is kept inside to monitor . Along with its basic armament.

The Alien Behavioral protocols have been merged with its standard Synth protocols with a enhanced system capable of discerning situational awareness.behavior and track irregularities. given the freedom to move freely with no shut down override. which was locked and offline until needed. SPECIAL NOTE: A GM may allow Jeri to be modified for Player use. Jeri’s radical differences come from inside. Jeri’s personality is very advanced. making Jeri an amazing replacement to standard CMC Synths assigned to marine teams required to enter hostile bug-infested territories. His fingers. or Crowe Synth. Because of their appearance. even if wounded. Even though Jeri is very personable. The removal of the Cold Plasma laser gave additional room for the personality matrix. Exercise EXTREME caution. it is commonplace. Jeri’s voice box was modified to be more pleasing than robotic even though it still does not need to open its mouth to talk. The additional thumb improves his abilities even more. In the case of Norbert. Jeris’ have been known to have their feelings hurt if they are secluded from the group. is ALWAYS bound by its Synthetic Behavioral Inhibitors and cannot harm a human being. therefore. Jeri has a standard Synth lifespan. Jeri understands his position and is eager to please. Jeri can even handle weaponry. Jeri is also trained in standard CMC Support Synth Skills. making him immune to the alien’s acid blood. This can sometimes cause problems.5K (25 SDP) . He is often paired off with a “Dean” Assault Synth in case control is lost and the hive must be eliminated. “DEAN” TITANIUM ASSAULT SYNTHETIC TECH LEVEL: 5 COST: $1 350 000 CHARACTERISTICS: INT: 1 PRE: 1 TECH: 2 REF: 7 DEX: 7 STR: 15 BODY: See Below MOVE: 5 RECOVERY: 0 SKILLS: Autofire Weapons: +6 Athletics: +2 Hand-to-Hand: +4 Hand-to-Hand Evade: +4 Ranged Evade: +2 Heavy Weapons: +5 Gunnery: +4 ABILITIES: Ambidexterity Blind Reaction +3 Combat Sense Direction Sense Night Vision Time Sense Nutra-Gel (see below) LOCATIONS: STRUCTURE: ARMOR: MAIN BODY: 2K 1K ARMS (2): 1K (50 SDP) 0. very few people can accept working alongside one. Jeri was designed and built by Grant Corp and is equipped with their Nutra-Gel compound. The Synth. XL2s refer to the XL1 with distinction and think Mayakofsky as their Father. Dawn. are extremely articulate. Jeri has only been given one name since they are way too expensive to be used in pairs. Jeri is a amazing fighter but even though he has the programming of a field medic. seemingly clumsy for detailed work. is not often given the advantage to use them. actually a slightly modified form of the ADCAP brain seen in General Support and Sex Synths.5K (25 SDP) LEGS (2): 1K (50 SDP) 0. Because of his advanced personality. These rules cannot be overridden and the Synth will break from its Alien behavior if a human is in danger unlike the Norbet Synth that would remain in Alien form unless ordered out of it. Jeri has almost all the abilities from a Bishop.

ARMAMENT: WA RANGE DC ROF SHOTS NOTES Plasma Rifle 0 1000 8 30 1000 Plasma Cannon -2 2000 2k ½ 40 Grenade Launcher -1 50 9 1 30 3 m BR Flamethrower 0 3-50 6/6** 3 120 **6 DC is automatically done next round if it hits the first round. Dean is a rarity and not often seen. They were never produced in large numbers. Even though it has more than four inches of armor. Dean is often kept shut down until needed. BACKGROUND: Dean was a successor to the Beserker models once the aliens started appearing in larger numbers. it is still coated with Grant Corp’s NeutraGel along its outer skin. He has no social skills. Dean is not allowed to fire on humans but models have been known to be reprogrammed. Dean is armed with a Plasma Rifle of obscene concussive force with thermite grenades and flame throwers as backups. “LISTON” SECURITY MODEL SYNTHETIC TECH LEVEL: 5 COST: $950 000 AGE: 35 CHARACTERISTIC RANGE: INT: 3 PRE: 1 TECH: 7 REF: 7 DEX: 8 STR: 12 MOVE: 6 BODY: 15 HITS: 75 (1. They are designed to combat aliens.5k) RECOVERY: 20 Pilot—Dropship: +2 Driving—APC: +4 Driving—Buggy: +3 Navigation: +3 Autofire Weapons: +4 Demolition / Disposal: +7 Weaponsmith: +3 Heavy Weapons: +5 Gunnery: +3 Smart Gunner: +3 Tactics: +3 Athletics: +3 Climbing: +2 Firearms: +5 Hand-to-Hand: +5 Hand-to-Hand Evade: +4 Melee Weapons: +4 Melee Evade: +3 Security Systems: +7 Zero-G-Maneuvering: +3 ABILITIES: Ambidexterity Eidetic Memory Lightening Calculator Time Sense Speed Reader Double Jointed Blind Reaction Combat Sense (+4) Direction Sense Night Vision Nutra-Gel (see below) . He is not often used in the front line. Beserkers were powerful but unreliable.5K) KILLING DEFENSE: 30 (0. Dean’s brain is extremely basic. but rather kept at sanctioned hives and as battlemovers for large multi-vessel combat squads. The Assault Synth was the solution. Like the Norbet unit. Dean is large but is light and small in comparison to the Berserker he replaces. It is a 3 ton titanium skeleton with a Synthetic interior. being programmed only with standard Behavioral Inhibitors and command protocols of who to shoot and who not to.

USE IT: Synthetics. still operating. being over ten feet tall. Liston is an obvious synth. usually just stays close to the commanding officer. Their personalities are very simple and usually only quote guidelines and directives. Robots. Liston is only used on the rim or in extreme hostile situations. Liston is rolled of a modified assembly similar to all mass produced Synths. So. you are more than welcome to even though you may have to modify the abilities slightly.” Base Compound counteractive (Nutra-Gel) to Xenomorphic Acid are exuded from modified sweat glands. always with its arms crossed. This was purposeful for intimidation purposes since his design protocols made him to be mostly used as a form of passive defense. Unlike Dean. One exists in another FUZION game. but he is still the single most expensive one rolled off. The most extreme difference between Liston and other Synths is that his behavioral inhibitors can be overridden by the commanding officer to harm or kill anyone ordered. which is built on a need-to-have-him basis. This design modification has been kept under tight wraps and as a result. He can also pilot all known military craft and disarm almost every type of explosive. When not active. As a result. It would be able to operate and use firepower but also still look normal. Androids—They go by many names in many genres. .BACKGROUND: Liston was created as a possible replacement for the CMC General Support Synth in hostile environments. I am not allowed to be used in potentially hostile operations unless certain specific thresholds have been reached. unlike the very intimidating and huge Dean Assault Synth. “Due to my substantial dollar value. if you wish to implement the Boomer rules from Bubblegum Crisis. making Liston a great alien fighter. some corporations that operate him install a new protocol that prevents the Liston from being used foolishly or as a sacrifice measure that many Synths are delegated to. He is strong and capable of using all Marine weaponry. Artificial People. IF YOU GOT IT. Liston.

These worlds are scattered across dozens of light-years and cover a wide range of environments. and the .THE KNOWN UNIVERSE THE MAP OF THE KNOWN UNIVERSE (NOTE: The Map is a modified/updated version of the map im the Leading Edge Games RPG) Humanity has reached hundreds of worlds. and has established dozens of Colonies and Outposts.

roving gangs. The Corporations are the new rulers. are the dispossessed. Beyond the Corporate preserves and the houses of the rich. At CL5. Earth Home to nearly 10 billion people. Wealth and social status on Earth range from the most desperate poverty and oppression in history to unprecedented levels of riches and power. and the safety of people and facilities in those areas could easily be imperiled. where poverty. private armies and more. and urban centers. or who prey on others. The range of social environments on Earth makes it an ideal place for role-playing adventures. and sudden violence are common. the masses of Earth. There are even areas where there is no law. At CL 5. or alter the following as desired. Those worlds are not named. resorts. obedient servants. Large areas of Earth have become lawless. amend. And next to their simple communities. travel. There are hundreds of worlds in and beyond the ICC not listed. and have established their own small states. Earth is wasteland. and to create new worlds that suit his or her game. Many ethnic groups and fringe religions have established their own small nations. squalor. as sporadic Hives start popping up around the globe in jungles. Most worlds have this listing still. Earth is turned into a warzone. The rest have either been mutilated through war or radiation or have gone crazy from the environment or lack of Royal Jelly. the administration of Earth's billions means little to them. deserts. but they are concerned with themselves and their Colonies. and indicates the Jump Distances among them. billions of people who work at menial jobs or survive on government subsidies. The Nations have waned in power. society is falling apart. The GM should feel free to add to. At CL4 the xenomorphic influence is noticed in the religion and drug cultures (See in the appropriate chapter). and social minorities have seceded from many of the weaker Nations. but most of their citizens do not really understand the change. while other areas operate under complete fascism and the Characters would face entirely different challenges. Most of the planet is no man’s land with the rest under marshal law. Those who rule the Corporations have every possible trapping of wealth. Most of North America is a rad zone. there are many millions of people who live uneasy middle-class lives in a world with few certainties. surrounding the places where they work. Only a few million people survive sane. Earth is a world in chaos. . Ethnic. The possible duties for Colonial Marines (or jobs for Mercenaries and other Character groups) are endless. Religious zealots try to keep the hives blossoming by offering subjects for the new birth. Some of the most notable worlds are discussed below. The Star Map shows the locations of the major systems inhabited by Humanity. sometimes with Corporate backing. but no longer go by their system classification. They even have vast numbers of people to feel superior to. where it might be vital to restore order or to evacuate special personnel or equipment. usually listed with two or three letters followed by three or four numbers. as some Nations have lost the ability to control their own citizens. it is relatively unchanged. In the gap between the power of the Nations and the will of the Corporations.human and non-Human inhabitants are just as diverse. Players can move quickly from contacts with rich corporate personnel into the harsh streets. There are areas in civil chaos. all but a dozen or so hives have been eliminated. Most of the upper class has evacuated to orbit. Orona’s bombs will soon take out a large chunk of North America in an effort to destroy the species. Up to CL4. where local wars have erased all government and the Nation or Nations who own the land have given up on the attempt to administrate. including mansions. At CL6.5. GMs only need to make up new systems. religious.

There are five Major Worlds at present (Alexandria. and the Corporations that own them are rapidly developing all. Hilo.Major Worlds The Major Worlds hold the future of Humanity. and Tartarus. and great potential for life. decent climate. Micor. New Eden. and are nearly self-sufficient. but all five worlds have high-tech manufacturing. heavy industry. Barabazon). . These are planets that are very much like Earth. Populations range from 2 million to 50 million. with breathable atmospheres.

The jewel of this Sector is Alexandria. a Spacecraft Service Base and manufacturing capability. The GM should flesh out the descriptions of the worlds as necessary. and a number of System Defense Frigates and other spacecraft. depending on what areas the players are curious about. The exact level of technology available varies with each Colony.Colonies Colonies are established on worlds which are fairly livable. but they are slowly being worn down by economic warfare. These are the stepping stones. 80% of the larger colonies had been eliminated by CL6. like Aerodyne. At the same time. which are the areas developed by the major exploration Corporations. which link the worlds of Humanity. food. this Sector extends up and to the left from Earth. Jump Systems Between the systems listed on the Star Map are numerous Jump Systems. As always. While some have Service Bases. even have full high-tech manufacturing and heavy industry. an earthlike world that lies at the end of the Sector. Mining Worlds are much easier to create. none have more than rudimentary manufacturing ability. and most of the valuable components have been moved to Starview. The most advanced Colonies. so that even a Spacecraft with a Jump Drive value of 1 can reach any destination. "Mining" in this sense includes the collection or harvesting of unusual life forms as well as the gathering of minerals and other inorganic substances. but lack the long-term value of a world that can be made habitable. but all have at least some ability to manufacture their own goods. Alexandria was one of several worlds that seceded from the ICC several years ago. but which have been fortified for defensive purposes. Colonies are the simplest of Humanity's settlements. and the worlds are self-sufficient in the most vital commodities. and after decades of . Saint John The first Terraforming project of CSC was established here. and this Sector has been in turmoil ever since. The site is largely empty. The fortifications consist of deep space sensor arrays. there are also top-secret military and scientific facilities. Alexandrian forces still hold several systems.000 on Starview to 25 million on Aerodyne. Garrison Systems These are systems which do not include inhabited planets. and atmosphere. Sectors Each of the worlds of the ICC is described in general terms in the Sections that follow. They are organized into several different Sectors. CSC Sector: On the Star Map. which have been (temporarily) lost to the rebels. and the worlds are listed in order from Earth outward. to detect the arrival of ships in the system. In some Garrison Systems. A Colony has two important attributes. Terraforming Stations are placed on worlds that have potential but involves decades of expensive work before the world is truly habitable. and high-security prisons are placed here. information can be used or discarded by the GM as desired. CSC has been severely strained by the necessity to develop new worlds to replace those. unusual research. water. The primary explorers here were the employees of a corporate coalition called Central Space Consortium. or which have been adapted to human use. Weapons tests. The population ranges from 30. or CSC. Each Sector includes notes about how it was developed. and they are placed on worlds that are not desirable for human habitation. The toxic atmosphere and sulfur bogs have defied Terraforming.

This world is better in many ways than Alexandria. despite the best efforts of CSC's scientists. which encouraged the development of the system . Starview is a large world. Weyland Yutani terraformed the planet. Its surface is desolate and cold. but it is rumored that a large portion of the funding for CSC's work on Summit. and science crews are still evaluating it. purchased controlling stock of Celeste soon after. The world's composition indicates that it has potential as a source of several rare elements. with air. Skank. and neither the moon nor the planet is terraformed. At present. There is still one Atmosphere Processor in operation here. 100% synthetics. Biosynthesis and bioengineering specialists from many different Corporations have come to this world to experiment. and once Terraforming is complete it will become the primary world for CSC. The atmosphere is breathable with the use of a filter mask. Various factions within CSC have taken hold on each of the other three most important colonies (Stoner 1. and work is proceeding to create Atmosphere Processors. CSC hopes to turn this moon into a thriving Colony. There are currently 200. The Colony resides in a domed community on the major moon in orbit around the planet of Volcus itself. Today. and Hyperdyne supplied the personnel. Riesling This is the site of exploratory mining and drilling operations. Starview This is the latest find of CSC. occupied by scientists and technicians. and CSC does not have the funds to fully develop Starview. The purposes of these sites are varied. Volcus is a world ruled by volcanic forces. and it already has a sizable population . with vast magma flows covering much of its surface. a Colony of 30. because the Corporation is overextended.000 exists on the world. and from there to the Colony on the moon. It is the tremendous geothermal energy available on the the project was abandoned in favor of the more pleasant Starview. This cloud is suspended in the upper atmosphere. and have leased the stations. This energy is then broadcast to a space station in orbit around the planet. water and heat being recycled. Automated power stations float on the magma and draw energy from the heat surrounding them. CSC has developed (and is still improving) a system which uses the almost unlimited thermal energy of Volcus for power. as an example of how a hostile system can be overcome. A self-contained ecosystem has been created. but most have to do with the origins of life and how it adapts. with gravity very close to Earth's. Paragon. only remote exploration sites are set up. but the Colony can expand rapidly because of the availability of power. Stoner 1. At CL5. The project’s maintenance was handled by Ivy Derringer’s corporation. and leaves the world in eternal twilight. This Terraforming effort will take another half century to complete. as the atmosphere is nearly opaque due to a vast cloud of small particles. the world will warm up and should be very comfortable for normal habitation. and there are also numerous research stations scattered around the world. The exact natures of the sites are classified. and Volcus). and Paragon came from leasing the stations on Saint John. Volcus: One of a group of Colonies developed by CSC after the secession of Alexandria. which soon. with teams from CSC and a number of freelance groups licensed to conduct the research. however.000 people on the moon. which is being shut down for salvage. Once the cloud has been removed. . it becomes a major warzone. Hyperdyne supplied Celeste’s current models and re-circulated the populace with Ad-Cap “Sex” synths when mass-produced. Celeste This off-world resort funded and manufactured by a variety of corporations became operational at CL3. Grant Corp manufactured the resort.

It’s the ultimate environment for persons of financial merit who want to experience unprecedented bliss. The communities of this world have been built underground for protection from these conditions. with high winds. Antioch. subjected to the tremendous heat and pressures generated by the impact. It is a domed complex. Excavation is now going on within the Mountain. there are signs of many devastating strikes in past ages. as there are many unstable asteroids in the system and it is just a matter of time before one of them hits Keystone. Paragon has recently completed its program of Terraforming. When Xenomorphs overrun the station at CL5. The climate remains harsh. there was nothing left. When the CMC arrived finally. There are ample resources on this world. Crysalis This Colony. If successful. Keystone Keystone was a major basecamp for exploration in the early days of CSC. to expand the available living space while Terraforming continues above ground. It is now mostly abandoned. Dome operations are scattered around Dust Ball. Unique and valuable minerals were created by the combination of the meteor's and the moon's materials. Weyland-Yutani. and is protected by the immense rock dome of the mountain and a network of airlocks. Keystone is one of the few colonies untouched. and considering the visiting populace numbered less than 300 at the time. and gratifies the insatiable. Another major consideration in the construction of Paragon's cities was security. Security forces from CSC protect the operation. and Hyperdyne mutually considered the risks to great and Celeste and was wipes out by orbital bombardment. without a major Service Base.000. It’s the nearest one to Earth untouched by mining platforms and slagged. These minerals are used in the creation and quality control of microcircuitry. Dust Ball This is a small moon that possesses a few mining communities. is studying the possibility of buying the rights to the system and making Keystone safe for habitation. At CL6. the population and importance of Keystone dwindled. and was established by CSC in an attempt to rebuild after Alexandria's rebellion. CSC is not willing to accept another rebellion. however. Celeste restores the diminished. but there was nothing so valuable here that it was worth shipping to other systems. Unfortunately. and once it is fully terraformed the above ground mines and other operations will make it a major industrial base.It’s the former terraformed asteroid Nyn678. and the mines recover heavy metals and a rare mineral used in power conversion units. Paragon This is a fairly recent Colony. . and every effort has been made to ensure that management remains firmly in control. in search of the trace minerals. and to track the movements of the many asteroids. Grant Corps.000 square miles in size. Stoner 1 This planet has recently been terraformed by CSC as a means of recovering from the secession of Alexandria. Food was unworthy of the name until Celeste cuisine came along. Without any salvation in sight. At present. much of CSC's light manufacturing and engineering is done at Stoner 1. Some are involved in traditional mining. and the atmosphere is fully breathable. Derringer herself. while others simply sift through tons of sand and pulverized quartz on the surface. is the site of a standard mining operation. Considering one of the casualties was Ms. stimulates the jaded. This cavern is over 10. As exploration proceeded. While most of the planet's atmosphere is still toxic. and unpredictable weather. These operations are centered on the crater left by the impact of an ancient meteor. a single xenomorph from Barabazon infected with a class 10 virus broke out among the populace.000. In spite of this the planet was not terraformed. Antioch would be able to quickly rebuild the existing facilities and could transform Keystone into a wealthy Colony. based on a large moon. This would involve a major operation to clear the most dangerous debris from the system. There were a few mining operations at one point. with a current population of 20. Skank went under quickly after. The visiting population not killed by the alien soon found themselves under quarantine. upon CL5. a midsize Corporation with ambition. down from a peak of 500. there is a vast natural cavern within Stoner Mountain that now has its own atmosphere and biosphere. few reinforcements arrives—the CSC more worried about Starview. cold.

These patrols fight with Alexandrian forces.000. There are no ground colonies or installations. The presence of Crestus Prime was a major factor in that decision. The atmosphere on Goliath is still too thin to breathe without assistance. At CL 5. used for transporting disabled Frigates from the four Crestus Garrison Worlds nearby. with the most sophisticated police state in the ICC watching their every move. in order of their distance from Ventix and Alexandria. These actions are usually short.The communities are being expanded only slowly. The majority of the population is made up of people working at industries to support the military units. this experimentation seemed to have moved into the xenomorph field. the entire colony sealed itself off. it was being developed normally by CSC. At CL4. by the time of CL5. CSC has used Goliath as a staging point for its attempts to recapture and blockade the rogue colony. and they are transporting much of their high-tech and high security operations here. Adullam was a groundbreaking laboratory. Gamma. which try to drive ICC vessels away when every major smuggling run is being made. Paragon has a strict hold on a few Alien hives they cannot see to eliminate. Adullam Home of the Adullam Research Facility. The middle and lower classes here live in a tightly controlled environment. and provides support for Ventix if the ICC ever gets that far. all of them members of the military. which many . Goliath This world is the site of a sizable Terraforming operation. As a result. and will also be the site of manufacturing for all critical components. From these bases. but there is enough oxygen for simple re-breathers to operate. and Delta. since the ICC has decided to use a blockade to defeat Alexandria. Before the secession of Alexandria. Crestus Prime Crestus Prime is a Garrison World with a Service Base and a fleet of large cargo transports. as well as a ground base which supports a large contingent of Colonial Marines. This planet was the source of many rumors about strange experiments involving biological experimentation by Grant Corp. the space fleet can reach any of the four Garrison Worlds that protect the approach to Ventix. since the secession. watching for Alexandrian craft and for smugglers and other blockade runners. however. About 10. The location of Crestus Prime is known only to top level military personnel of Alexandria. It becomes a major military strongpoint at CL5 Goliath now has a major ICC Military Service Base. The population has grown to nearly 1 million people in the years since the Alexandria's rebellion. This constantly threatens any ICC forces trying to clear the Crestus Garrison Worlds. the Colonial Marines and CSC forces patrol three Jumps in each direction. It is unlikely that it will ever come to that. The world itself holds only the Service Base and its supporting community with a total population of 30. The Crestus Garrison Systems These systems are named Crestus Alpha. and are kept as self-sufficient as possible.5. By CL 5.000 of these are Colonial Marines. This will become the new Corporate Headquarters for CSC. and is only placed in the Navigation Computers of ships assigned specifically to the system. CSC is satisfied with the way the system is working on Paragon. other than tracking and communication facilities. From here. and is also being mined for Iridium and Helium 3. Beta. Crestus Prime has become the hub of the Alexandria space defense system. The only settlements here are military Service Bases orbiting the major planet of each system. Goliath was too fortified to be destroyed. It wasn’t until CL6 that the CMC arrived to remove them. Losses were high.5. with the inferior side making a brief show of resistance before withdrawing. as frequent transports carried more infestations. and there are also a large number of CSC troops.

a democratic republic. and are hardened against possible warfare. If they could learn the technology. The objective of the lab was simple: They approached the aliens as being an alien race’s version of a synthetic. This equipment was used to expand the basecamp into a full Colony designed specifically for use by the Alexandria military forces. Smuggling to and from Alexandria is a thriving industry on the Garrison Worlds of Crestus Prime and Goliath. There is a mandatory four-year military/public service term for all citizens from the ages of 18 to 22. Industries are built at the edges of or outside of the residential areas. and there is great pride in being chosen to protect Alexandria's independence. Stopping the flows of goods. It has been terraformed. and they are all self-sufficient The atmosphere of Ventix is too thin to breathe without a Life Support system. The communities on Alexandria are scattered across the northern temperate region. This succeeded in TL5 in a rudimentary form. Environmentally. The climate is generally hot and dry. which is rapidly growing. Terraforming of Ventix was put on hold by the eruption of the rebellion on Alexandria. Alexandria itself is a highly developed world that is nearly self-sufficient. Water for drinking and agriculture is transported from the polar regions. The climate is cold and dry.000 people. They attempted to combine the Alien and Human technologies further and attempted to “grow” a synthetic from scratch (Refer to the Medical section for details). The station wouldn’t be repopulated until later. and the atmosphere is breathable and even pleasant. but there is enough oxygen to keep a Life Support system operating indefinitely. albeit the ultimate violent form of it. and receives parts and other support from Alexandria. However. Alexandria is nearly an ideal world. and its industries are on a par with the industrialized nations of the 20th century. The space industry is owned by the planet's central government. a hostile Corp (unidentified) destroyed the station and most of the technology was lost. and the years of conflict have transformed the city into a military hardsite. It is isolated from the rest of ICC space by the military colony it controls on Ventix. built underground in vast. However. the ICC has not committed enough forces to conquer Alexandria and its Garrison Worlds. Only certain critical components for Displacement and Jump Drives must be smuggled in from the ICC. and military equipment occupies a sizable contingent of Colonial Marine and Corporate forces. It now protects the only route to Alexandria. Each of them has full space repair facilities. Adullam broke the discovery that the Aliens were engineered living batteries. it is comparatively expensive. people. it now has a population of 30 million people. some studied them in the hopes of eliminating them. and is nearing self-sufficiency. Originally owned by CSC. and a policy of sanctions and blockade is being used to bring Alexandria back under ICC control. Civil defense has been a major concern in the cities as well. Most of the . It is a dense and prosperous community. and by the five Crestus Garrison Worlds. on community support programs. Most fulfill this requirement by working in technical and trade institutions. and not the result of natural evolution. Alexandria This is the only holdout from the Colonial rebellions. with high-speed monorails carrying people and cargo. and in the large Terraforming and community expansion projects. but there are no shortages and the population is well supplied. A select few serve in the military itself.scientific boycott groups openly called having “the proper approach to scientifically studying the Aliens. Considerable heavy equipment was here to support Terraforming. and is the final line of Alexandria's defenses. Only personnel with military clearance have access to Ventix. Colonial Marine forces on and around the Goliath system quarantine the area. with no vegetation. it would open the doors to future generations of synthetics (See the Alien Resurrection Plug-In). Each Base has a population of about 50. There are also a number of high-tech facilities producing items for the fledgling space industry on the planet. and make it breathable. However. It was theorized that Synths can be engineered with an actual DNA pattern and thus allow themselves to regenerate wounds. and there are few large bodies of water. most of it having been moved from Alexandria when the major work on that world was completed. There are five major Military Bases on Ventix. Adullam concentrated on the morphology of the creature. Adullam still had one last breakthrough left. so the major settlements are closer to the poles than to the equator. Ventix Ventix is a Colony near Alexandria and is controlled by the people of that world. and bomb shelters and long-term food stores are common. Life Support systems have pumps which can be used to compress the atmosphere in an enclosed space. To date. Some outposts studied them for military purposes. airtight chambers. A network of tunnels connects them.

people in the military have made it their career, and there is a high level of respect for them. Because of their isolation, the Xenomorphic presence was extremely light and any suspicion of infestation was put down with brutal force. At CL6, when the ICC was in ruins, Alexandria would become a cultural and political center-point and regain most of the control of the C.S.C worlds. It would become the new Earth for generations.

Unlike the other Sectors, this chain of worlds has not been developed by any single Corporate entity. A Corporation called Borodino, which went bankrupt generations ago, began it. Since that time, dozens of Corporations have tried their luck in this area, and many fortunes have been made exploring the Borodino Sector. Many more have been lost, however, because while it is the only unclaimed frontier in the ICC where mid-sized Corporations can try to expand, it is also a treacherous and difficult place. The two strangest worlds in the ICC lie in the Borodino Sector; Pandora, with its illegal technologies and bizarre life forms, and LV-426, also called Acheron, where Humanity first encountered the Aliens. By CL 6, most of these worlds were wipes out from Alien infestation.

This is a very large world, a gas giant, which has a research space station in orbit around it. Hyperdyne is using it for studies of high pressure and high-energy conditions. Probes enter Nimbus' atmosphere and are subjected to incredible heat and pressure as they decelerate. They then emerge from the atmosphere and are recovered by craft from the research station. The exact nature of the work being done here, and the results found to date, are highly confidential and are well guarded by Hyperdyne. It wasn’t enough and by CL6, Nimbus was a dead system.

This world was originally called Chalmer 3, but was renamed when Aerodyne Corporation established its headquarters here. It has been terraformed, and is now a cold planet with a thin, breathable atmosphere and vast open steppes, swept by constant winds. There is little open water, but the population of 25 million is self-sufficient and the people lead a fairly comfortable life. The communities are built behind large windbreaks. A wide range of light and heavy industries are present, and Aerodyne produces its own spacecraft in cooperation with Weyland-Yutani. Aerodyne was destroyed and most of the populace evacuated. At CL6, it was re-terraformed. Recently, Aerodyne and Weyland-Yutani opened the Arcturus Loop, a direct trade link that does not run through Earth. This has enraged Earth-bound Corporations and Nations, which have lost significant influence over trade and commerce as a result of the "11 new trade route. Although the ICC has set up Customs stations, Aerodyne, Weyland-Yutani, and Hyperdyne hold direct control of the Loop, and have not allowed Colonial Marine forces to patrol the area. Customs procedures are being subverted along this new route, and it is believed that corruption at high levels in the ICC and in the three major Corporations has encouraged smuggling activities. Drugs and controlled technologies from Pandora are introduced into the ICC through this route as well.

One of the largest spaceports built by man, The city sized, totally self-sufficient spherical starport is large enough to contain whole starships in sealed, pressurized environments. The base is staffed by more than 80 000 people with another 100 000 populate the station at any one time. These numbers haven’t changed even though the UPP Sector is close by but the presence of military personnel has increased since then. The mall inside is a cross between a Hyatt atrium and an airport-shopping concourse: shops, vegetation, fast food outlets, a bar. Civilians and Military work together to keep the military base / civilian colony / scientific lab together. At CL4, Aliens infested the Colony. Most of the populace escaped but the entire base was overrun. Hundreds of Aliens were discovered onboard when a Nemesis team arrived later. It was brutal but by CL6, Anchorpoint has inhabited again.

Emerson has no known colonies and its mining prospects are extremely minor. The ICC has determined that it will just be classed as a jump system even though the main world in the system does have a breathable atmosphere. No ships have reported even stopping by the barren world. There were

plans in the far future to eventually colonize the planet and perhaps turn it into a greenhouse for food purposes unfortunately after the UPP separation, those plans were placed on perpetual hold. Unknown to all, a small colony from a crashed missionary vessel lives on the surface, separated from human contact for over 100 years. At CL6, they initiated contact. The very low industrialized city (barely mid 19th century) was a haven for people trying to escape the madness.

A massive, water covered planet with a single large island on the Equator. Some have compared it to a massive cosmic eyeball that stares into one’s soul. Either way, forest and simple animal life cover the major and only continent. A probe at CL5 discovered the entire continent infested. At CL6, it was nuked.

The Gimeno Industrial Settlement is a tiny Earth-like world that is so volcanically active, that it was deemed too unsafe to general colonization. Therefore, it was transformed into a mining outpost. The main factory is built on a volcano planetside. They milk valuable materials right out of the Magma. Hard work, but lucrative. Even though the colony is on the edge of known space, months out, many mining personnel look forward to working there because of its warm weather, ocean breeze, and even pretty birds. At CL5, it was infested and destroyed.

The surface of this planet is covered with heavy flows of basalt, so it appears to have an armored shell. Beneath this shell, which earned the planet its name, there are a number of soft areas that were excavated to form human communities. There are three of these subterranean vaults, with a total population of 600,000, and they are largely self-sufficient. Chitin has the only significant light manufacturing Capability on the long run from Aerodyne to Pandora, and the economy here is expanding rapidly. The Service Base in orbit around the planet is large, efficient, and well stocked with spare parts, and support industries beneath the world's surface are beginning to produce Spacecraft components as well. This world is dominated by Aerodyne, which is moving much of its older light industry here as it upgrades its home world. Personnel who are unhappy with conditions on Aerodyne are commonly transferred here, where they find a more relaxed atmosphere, greater freedom, and a relative absence of bureaucracy. But at CL 5.5, they wish they hadn’t. By the time the CMC arrives, Aliens had infected 45% of the populace. The rest were either in hiding or fighting for their lives. Chitin was evacuated, but attempts to eliminate the infestation from orbital bombardments proved unsuccessful. By CL6, the CMC, parked permanently in orbit, still try to eliminate the aliens.

A small colony delegated with the duty of handling most of the ICC’s nuclear waste. The Alphatech Sungun orbits the small world. It rockets barrels of nuclear waste into the massive yellow star. Most of the personnel on the station have families planetside. Alphatech makes a tidy profit by handling most other corporation’s waste. It is destroyed by Alien infestation at CL4. The Sungun was never repaired.

The orbiting colony outpost is a major dry-dock for spacecraft maintenance. The world it orbits is a massive terrestrial world covered in a black atmosphere. The atmosphere is so thick and dark than it stretches from the Stratosphere all the way to the surface. Even with high-powered lights, most cannot see more than 100 meters in front of them. The average range of visibility is barely 50 feet. If someone crashed on the planet, they are not expected to be rescued. Grant Corps manufactures its Razzia vessel from this location. The 20 000 personnel on the station operate the massive dry-docks that can accommodate every type of vessel, even some from rival corporate groups when a grant is given to build them.

A harsh, bitter world in the midst of Terraforming. There are many deposits of heavy metals here, which offer the hope of future prosperity, and when Terraforming is complete it could be a fairly pleasant world. The most interesting aspect of this world is obviously the strange ship that contains the Alien Eggs. At CL 2, with the atmosphere processor destroyed, Acheron became hostile again.

This is a small, struggling Colony that survives off the traffic from the core of the ICC out to the frontier world of Pandora. It is a domed Colony, as the atmosphere of Thedus is thin and has little oxygen. The world is not self-sufficient; it has a full space Service Base, but all other items are in short supply. There are three communities on Thedus, each of which is built around a reactor that also provides power for an Atmosphere Processor. The expansion of the Colony is limited by the shortage of power, and the population subsists on ship service and maintenance, and providing for the crews of vessels that are being worked on. The crime rate on Thedus is very high, and many unwary travelers never leave the planet. By CL5, with the decrease in traffic, Thedus struggles. A CL 5.5, without support, it cannot defend itself from the infestation.

This is a Service Base, with a small station set up to service ships making the long haul to and from Pandora. It is a full service port, with the repair abilities of a Colony for anything relating to Spacecraft. Other than that, there is only a small community of 15,000 that tends to the needs of crews passing through the system. Grandhi is a moon in orbit around a dry and completely barren planet called Sahara, which is more than four times the size of Earth. Grandhi itself has no atmosphere, but supplies of water and oxygen are available through mining and mineral processing. Water, food, and air are all extremely precious on Grandhi, and little is wasted in this domed community.

This Colony is at the edge of ICC space, and as such operates with little regard for law or accepted behavior. The world has an unpleasant but breathable atmosphere, and gravity near Earth's. Most of the surface is covered with water, and the small land areas are overcrowded with a population of 4 million. Work is in progress to artificially increase the land area by building out into the oceans. The biosphere of Pandora is a diverse one, and there are still countless life forms that have never been studied. If this planet were closer to the rest of civilization, it would be covered with research teams from all of the major Corporations. As it is, only unusual people come this far out; the ones who are obsessed with their work, others who are avoiding legal and personal problems, and people who are very adventurous, curious, or unstable. The location and the people combine to create a dangerous and exotic world. Several Corporations are conducting exploration into the stars beyond Pandora, but where they are going and what they have found remain mysterious. Experiments that would be halted on a more civilized world are conducted in shadowy laboratories here, including forbidden studies of genetics, biomechanics, and cybernetics. There are rumors of startling breakthroughs in all of these fields. Strange drugs are also synthesized from the native lifeforms by researchers, some of whom are true geniuses and others who are simply renegades or madmen. The most popular and useful drugs are exported or smuggled back to the rest of the ICC, but the local inhabitants have access to countless other substances. All manner of claims are made about these drugs; some are powerful stimulants or depressants, others have reputed medical value, still others might be painkillers or hallucinogens. Many of the drugs are addictive; most are dangerous; all are unregulated, and therefore unpredictable. The alleys

of Pandora are filled with people who have had their health or their minds broken by these experimental drugs. When the aliens arrived via a major cargo transport at CL5, the colony was unprepared. No amount of military could control the infestation. By CL6, a fleet of CMC cruisers entered orbit and vaporized the atmosphere.

Arcturus Loop
This is a new interstellar link between Aerodyne and Weyland-Yutani, and is being used to bypass Earth and ICC Customs. There is a great deal of illegal traffic in this area, but the efforts of honest ICC Customs officials to clean it up have been unsuccessful. Part of the trouble lies in the relative weakness of the Colonial Marine Corps in the Loop, but much of the blame lies with corruption at high levels of the ICC and the major Corporations involved.

This is the only well-developed system on the Loop. It is habitable, although cold and harsh, and has a functioning biosphere of its own. The native lifeforms include a generally humanoid creature which lives in large, complex warrens underground. These creatures usually live in communities of a few dozen, although large warrens of hundreds and even thousands are sometimes found. They are not intelligent, although they use very primitive tools, such as sticks, and work together to gather food and to defend their warrens. The population on Arcturus is approximately 25,000, but it is expanding quickly as traffic increases on the Loop and the world is adapted for human use. The leadership on the world is turning a blind eye to smuggling and other questionable activities, and has restricted Colonial Marine presence to battles with native warrens which are considered dangerous to the Colony, or which are obstacles to further expansion. However, when the alien infestation arrived at CL 5, Arcturus became one of the most heated battlezones of the war as the aliens infected the colony and native population.

An old mining site which has been abandoned. The world is habitable by about 400 people, but is ugly, infertile, and generally unpleasant. Only a small community remains on Eyesore, which handles rudimentary repairs and limited services for crews which pass through. There is every chance that Eyesore will grow rapidly in the coming years, due to the traffic on the Loop.

U.P.P. Sector
The Union of Progressive People secured a variety of worlds on the edge of known space and this has been a galactic hotspot since. The Russian / Vietnamese Consortium originally colonized the rim world, Barabazon, but after securing Rodina, an armored strongpoint between them rest of the ICC, the UPP succeeded. The UPP, since then, appropriated several more colonies and fortified their position all the way up to Anchorpoint, which was then turned into a border station. Like Alexandria, the UPP has been cut off and no diplomatic relations exists. In fact, the relations between the UPP and ICC are extremely volatile. Any non-UPP craft that enters their space is considered a major violation without passing through the Rodina border station and are searched. Any military craft traversing through without authorization can be considered an act of war. Unlike Alexandria, which secured itself as a more peaceful independent colony, the UPP became obsessed with securing more space and its aggressive tendencies has warranted many corporations to refuse trade. Consumer trade, however, keeps Barabazon and the UPP alive. Also, unlike Alexandria, the UPP is not a democratic society but rather a fascist dictatorship bent on technological advancement. This commitment result is a major military force and large budgets put aside for military projects including biological warfare. Their attempts to harness the Alien organism proved fatal and resulted in the destruction of the Rodina station at CL 4 and the elimination of the rest of the UPP soon after. By CL 5.5, the CMC regained control. By CL 6, the UPP was no more.

The major UPP Military strongpoint between their space and the ICC (primarily Anchorpoint) grew in size over the years. The massive, doughnut-shaped station is only slightly smaller than Anchorpoint but with most of its space and budget but toward Research and Defense. Rodina houses over 200 000 troops

and another 40 000 technicians and scientists. It contains one of the largest Biolabs (only slightly smaller than Anchorpoints civilians spacelab. However, by CL 4, 80% of the station’s resources was transferred to Xenomorphic research. It wasn’t long before they lost control. Infestation soon followed. Rodina was nuked and never rebuilt. Its absence was felt in CL 6 when CMC forces rode right through to Barabazon.

A small farming colony recently equipped with automatic defensive weaponry because of the colony’s strategic positioning in the UPP Sector. It didn’t offer resistance when the UPP fell. They were attacked by aliens, rumored to be staged by the UPP Rodina station but the infestation was eliminated.

Casper / Sinat
The Planet and Station run by Dr. Casper Nordling of Grant Corp was originally a mining station by the UPP with the boring title Sinat 778. When they were overrun by aliens, instead of the alien by killed, the aliens were eliminated but the queen and structure survived and a laboratory was installed in and around the hive. The hive was sealed off and donor clones were installed so the aliens could propagate. This lab was allowed to operate with an all-synthetic crew for extended period because of its objective to create a virus lethal to aliens but not to humans. However, at CL5.5, the station was destroyed by its native alien populace. An investigation later proved that Norlding was illegally selling eggs to rival corporations.

A center-point for all UPP activity, a major key world, and the one place that most people avoid. Barabazon has often gone by the tagline, “Commit any seven sins free!”. West Barabazon is the political and military hub, where the Union of Progressive People plan out its daily activities. Only the upper crust live in the West. If you live in the East, you are just the crust. East Bar is a virtually lawless gorge of drinking and debauchery. It is also a large trading location, binding competition with the nearby Anchorpoint station for the consumers’ business. The UPP is more than proud of their massive capital and their popular venues of entertainment. East Bar has a massive Television industry (mostly Trash). Rich tourists explore the wonders of West Bar, never knowing how 95% of the population (over 45 million) lives. Even after the war, Barabazon flourished, although most of the populace went mad after the government fell. Riots and crime flooded the streets. Hundreds of Thousands were killed. Both East and West Bar burned. West was complexly destroyed. Sporadic Alien hives appeared. It wasn’t until CL6, did matters calm again. It would still be sometime before it returned to close to its former glory.

The Alien Homeworld, undiscovered until CL 4. The Jockey Race terraformed this world to be a complete storehouse of the species. The Atmosphere is covered by a highly corrosive shell filled with radioactive particles spewed from modified volcanoes in strategic areas. The surface is somewhat breathable, with a larger amount of Nitrogen than Earth. But the Ozone layer is filled with these particles, which seem to neutralize nuclear weapons, disrupt condensed energy, and cause havoc to virtually all flight systems. As a result, no spacecraft can enter the atmosphere without suffering inoperable damage. No weapons have been found to inflict enough damage to the surface to reduce the billions of aliens on planet. It is assumed the Jockey ships were capable of traversing this barrier. 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. It would take the entire CMC fleet, days to wipe out the globe. At the end of CL6, they did exactly that.

This Sector was originally developed by two major Corporations working together; Hyperdyne and Weyland-Yutani. At about the time the ICC was formed, Hyperdyne sabotaged certain critical operations at Weyland-Yutani, and attempted to take full control of the Sector for itself. This was a lucrative path for many years; Hyperdyne even discovered the Earthlike world of Hilo, and now commands tremendous wealth. Weyland-Yutani recovered from Hyperdyne's treachery, however, and now holds a critical

At present. and just about any kind of military hardware is available here. but there has been no traceable violence for many years. Weyland-Yutani was badly disrupted by this. They even cooperate on control of the Arcturus Loop. composed of three domed and . the world of Weyland-Yutani has a full range of industry and space manufacturing facilities. To combat these obstacles. but there is a certain tension in their dealings with each other. Today. and still produces some of the finest high-technology equipment in the ICC.position in the Sector. When the Corporate uprisings occurred at the end of CL 6.000. Weyland-Yutani gathered its resources to take control of the world of Relitor. and use this as leverage in their control of the Arcturus Loop. and allowed it to take some measure of revenge in the form of legal harassment and increased tariffs and taxes. The Colony is a small one. It was never touched during the war. and many spacecraft in that Corporation's fleet call New Chicago their homeport. It was once a partner of Hyperdyne. and the radiation level is dangerously high for unprotected people. Atlas Atlas is a large asteroid with no atmosphere. There is only a small Service Base here. Weyland-Yutani and Hyperdyne are still somewhat hostile to each other. along with most of the other corporations. which it renamed after itself. capture. After losing for several decades. Noble Ore A titanium mining site with five domed communities. The routes include the Hilo . These forces protect the New Chicago .Honeycomb route. This put Weyland-Yutani directly on Hyperdyne's route to Earth and the rest of the ICC. Weyland Yutani vanished. They resulted in direct fighting between them and the CMC at CL 5. Laws governing the sale and possession of weapons are largely ignored.5. There has been no open warfare between the two Corporations in many years. and no industry at all. and the long. Temperatures are very low. and the economy is heavily dependent on the Hyperdyne fleet.New Eden link. but Hyperdyne betrayed Weyland-Yutani's interests and sabotaged several of its exploration craft. and lost its opportunity to lead the discovery of new worlds. It has become a major Service Base for Hyperdyne forces. New Chicago This old mining and survey planet was abandoned after research showed it would not be profitable for long-term mining or Terraforming. desolate trip from New Chicago to Honeycomb. Hyperdyne was forced to develop new routes for its commerce. and the cooperative ventures between Aerodyne and Weyland-Yutani are the largest manufacturers of commercial spacecraft in the ICC. Weyland-Yutani’s long standing position on the Alien infestation (research. The civilian population here is 30. and control) was always a controversial one. for the right price. and attempt to control traffic from Weyland-Yutani to Hilo. This Sector extends down and to the right from Earth on the Star Map. They also produce the ships for the Colonial Marine Corps. Weyland-Yutani Weyland-Yutani was one of the preeminent Corporations of the early days of space exploration.

The reason for all this dangerous and difficult work is the presence of complex radiation-stable hydrocarbons. It was never destroyed but the same events that transpired on Earth quickly repeated themselves on Hilo soon after. and it is under the control of Hyperdyne. Its location is known at the top levels of the ICC. Hyperdyne is the leading producer of Synthetics. with a full space industry. Hilo This was the second ideal world found. Today there is only a way station and a small. It was then repopulated. The greatest causality during the war at CL 5. and the design studios and most of the factories for this industry are on Hilo . and the rewards for those who succeed at Hyperdyne are immense. which was abandoned then surgically nuked. Marduk Little is known of this system. Hilo had no such emergency measures. complete self-sufficiency. power. many hives were still out of control. The people are brought up to believe that the ends justify the means. there is no trace of dissent. where work is done on biotechnology integration and modification.5. except that there is a large space station in orbit around the primary planet and that there are no ground installations. There is a great deal of wealth here. Atlas was infested at CL5 but it was cleared via a Beserker team. and its influence in the Colonial Marine Corps is growing rapidly. The communities are all on a single plateau. Rumor indicates that Hyperdyne does experimental work on Synthetics here. On Hilo. poor salvage operation recovering equipment left over from earlier conflicts.5 was the fall of Hilo. Radical elements which were not found guilty of capital crimes were sent to Shinon. Religious groups rose up. and even the location of the system is known to few. This made it very easy to tailor the world. the eight scientists at the station are extremely eager to talk with anyone who comes to the planet. Cryosphere A research station has been established on this planet. Stratus Stratus was used as a Garrison System by Hyperdyne before the ICC was created. but lacked indigenous life. The economic and political power of Hyperdyne is immense. working in the system's asteroid fields. Hives popped up. Dozens of small survey and mining craft operate out of Atlas. It is a small station. While valuable work is being done regarding the formation of solar systems and planets. The ground war there was brutal and long. and a population of 6 million. and it is protected by the most powerful single Corporate military force in the ICC.5 Byal This is another of Hyperdyne's special labs. and that illegal programming packages are sometimes sent from Marduk into the ICC. with only eight people. other industries have been established primarily to guarantee Hyperdyne's independence. introducing the proper mix of lifeforms from Earth and other Worlds to create the perfect environment. It is a space station. where they are monitored by Hyperdyne forces in what is essentially a penal colony. which is in a very distant orbit around the system's sun. Unlike Earth. but it was quickly crushed by Hyperdyne's military. and new personnel were brought in. Hilo had an ideal climate and ample water when found. Hilo is a thriving World. wealth. There is an extremely high level of security here. These ships are specially shielded against radiation. There was a rebellion here at the beginning of the Colonial Wars. They kept very close watch on most ships approaching them. As a result. and the crews work among the asteroids for 90 days before returning to Atlas for detoxification.000. By the end of CL5. and are connected by a monorail system. and most craft simply pass through the system without going anywhere near Cryosphere. which are used for medical research and genetic engineering. The population was quietly purged in the years after the rebellion.shielded communities with a total population of 12. but it is not common knowledge and there is no commercial traffic to Byal. and there are the remains of a large ground military base and a deep space tracking station to here. and even access to illegal technologies. They avoided infestation. The station was reported destroyed at CL5. Much of Hyperdyne's wealth comes from its development of biotechnology and Synthetics. no one was aware of its Alien .

Eventually. It was destroyed by Alien infestation at CL 5.000. These are people who were considered to be security risks. relatives of rebels. The citizens are theoretically free.experimentation. The population is 480. At CL6. The large colony on its surface basically is comprised of towers spiraling above the canopy of trees. and those who were simply not patriotic enough. A Beserker team attempted to clear it out. although there is no way for them to leave the system and they are under tight supervision by Hyperdyne law enforcement personnel. but Byal was eventually nuked. New Eden Sector This Sector was the first to yield an Earthlike world. It was untouched during the war. offering plenty of room of colonization. The light cool wind washes over the hundreds of miles of totally flat expanse. Merely 500 kilometers from the ice flows lie a group of featureless pyramids. It was destroyed by both Xenomorphs and the rumored alien predators. Rumford is one of many planets with Egg Silos deposited by the Jockey Race. petty criminals. The jewel on Rumford is high up in the North Pole. Because of the small value of Rumford and its position. the barren world was considered for repopulation. Shinon is almost self-sufficient. the planet of New Eden itself. Transept This barren world is the base camp for Hyperdyne's space exploration fleet. Shinon is essentially a modern penal colony. All sorts have been sent here. but who could not be convicted of serious crimes. an archeological team was killed but one impregnated. Several small teams have investigated the area but none have returned. The resultant mayhem eventually led to the colony’s destruction by CL5. Rumford became one of the largest livestock storehouses ever constructed. make the desire for archeological surveys slim. all of which live on the equator are all herders. Each one towers more than twice the size of the great pyramid of Giza. The six pyramids are all without line of sight with each other. Bunda Survey A swamp world operated by Weyland Yutani. Rumford Rumford’s desert environment intimidates most colonists interested in a new home but most that live there swear by the surprisingly cool weather. The native colonists don’t venture north. without ICC opposition. If Hyperdyne is successful and can keep its route a secret. The location of this think tank is not common knowledge. as that is the location of the only other major go research being done in the field of biotechnology. with critical supplies being provided by Hyperdyne in exchange for good production from the light industry of the Colony. Shinon This Colony is the dumping site for people removed from Hilo during the Colonial rebellions. Regardless of Hyperdyne's claims. it will be able to subtly control the work done on Pandora and capitalize on any breakthroughs which are made. and contains only a few hundred personnel. the pyramids being part of a very old omen of death. intellectuals. It develops weapon technology and security systems. Rumford’s large expanse of flat terran is more similar to tundras than sandy dunes. The world is covered by vegetable and animal life. Exploration was handled by a coalition which renamed itself New Eden/JV after the world which made it rich.5. The Egg Silos remain. on the edge of the rim. Hyperdyne is trying to open a direct route to Pandora. The three million inhabitants. Primarily a corporate controlled military outpost. and resultant infection. freethinkers and rabble-rousers. Rumford has virtually no mineral deposits and few species of plants have taken hold. managed to escape to the colony. A Beserker team cleared out the station and repopulated it by CL6. and the best military and scientific minds of Hyperdyne do their work here. Cyclone A research and manufacturing lab set up by Hyperdyne in an underground installation. This Sector .

barely. and several large communities have been set up in them. and the mental health level is low. and operates outside the ICC's controls and without the consent of the population of Grendel. analysts. Secure areas of the caverns are leased out to Corporations interested in long-term storage and production. there were fewer complaints. studying high-pressure molecular synthesis. and to track and report data about the world's current condition. The permanent residents are scientists at work on a research project. and even helped destabilize the government and economy of the world. A Service Base with a crew of 1. There are only 30 permanent residents at the facility. and payoffs are major parts of getting business done here. Honeycomb is rapidly growing. minimized Colonial Marine presence. but there is little contact between the Service Base and the Research Station. experts. the world has been largely uninhabited as efforts are made to resolve this unprecedented legal morass. Most of the staff have been here for more than ten years. the stress level is high. It will probably fall to the Colonial Marines to clean up the place. Weyland-Yutani. More than one illegal shipment has been traced to Honeycomb. who live in hundreds of small domed cities. When a cargo craft deposited several aliens. and are much larger than the Colony and all the .000 also orbits the planet. and the world was a major stopping point for travel among Micor. Honeycomb The atmosphere of this world is toxic and bitterly cold. The caverns of Honeycomb riddle the entire world. The Colonial Marine Corps does not have the rights to investigate these individual Corporate areas. as a result of the traffic link between New Chicago and Lobo. the destabilization and the absence of Colonial Marine patrols led to the development of a powerful organized crime network. They are under contract to Micor. and attends to the traffic through the system. compared to the strife of the CSC Sector and the danger and uncertainty of the Borodino Sector. Grendel Grendel is large Colony of over 200. The New Eden Sector lies straight down from Earth on the Star Map. There was tremendous loss of life and wealth. but the trail ends in what has become known as the Labyrinth. There is substantial light industry.Lobo route. and are linked by an efficient monorail system. they eliminated the threat themselves.000 people. and the mid-sized Colony was almost entirely destroyed. This system has no manufacturing ability. This world was the first to allow Corporations to circumvent Earth's control of shipping routes. and in retaliation the powers of Earth held back support. This network wields full power on Grendel. and literally thousands of lawsuits were filed in the weeks after the disaster. It has become a major Service Base and shipping warehouse. and are currently trying to decide how to destroy the organized crime elements. and bribery. Much of the traffic was lost to the New Chicago . and this has led to the growth of some illicit industries. it is difficult to gather information about what is going on inside. but so far they have not attained their goals. This much is clear. Vast caverns lie just under the surface. none have anything to look forward to but continued isolation on Polar Star or a one-way trip back to poverty on Earth. There is a small permanent station some distance from the site of the old Colony. an immense explosion caused a major radiation release. Polar Star This outpost consists of a Research Station on a moon which orbits a gas giant at the edge of the system. The Criminal network is currently building up a large drug trade from Pandora to Micor. there was an accident at an Atmosphere Processor here. Until they comparatively stable. and Hilo. It survived the war. and since they are all sealed off. Micor and the other major Corporations created the New Chicago . making the planet something like a high-tech space bank. Several years ago. New Eden. and now features both light and heavy industry . but Grendel still survives. They are fairly close together. so this Colony of 250. and the staff's primary duty is to take inspectors.Lobo bypass to free themselves from the bribery and corruption of Grendel. Ajax This is a marginally habitable World that could yield great wealth after successful Terraforming. The center of the trade in illegal drugs and other contraband is found on this world. the rulers of Honeycomb care little for what goes on in each area. Since the end of the relief efforts which evacuated the survivors. extortion. Over the years. After that.000 was built underground. and lawyers on tours of the devastation.

and was a spur to the growth of all the involved Corporations . In essence. with each member Corporation receiving votes based on its wealth and rate of growth. Only rudimentary lifeforms existed on the world. which areas. When New Eden was discovered. however. One community was destroyed at CL5. and research continues into how to tame this world. Exeter This small outpost has two enclosed communities of about 20. The original base coordinator. flanked by Grant Corp security. ICC officials expect that some smaller firms will be sabotaged. ran the base like his own personal dictatorship. There is a large moon. Kleist vanished and his station’s populace was arrested. Dr. Most of its business has been taken from it by the facilities on Honeycomb. It is primarily a service port for shipping to and from New Eden. Little of the Labyrinth has been explored. only a few small mining operations. which were the original purpose of the Colony. The world was colonized very rapidly. will remain. This coalition solidified into a mega-Corporation in the years. and the Colonial Marines will certainly be called in to monitor disputes. Thousands of asteroids have been explored and plotted. and the planet has no stable land mass above sea level. Dozens of Corporations are interested in the mining rights in the system. New Eden This was the first ideal world discovered by Humanity. including both suppressor models on the market. and will be swallowed up by larger competitors. or the forfeiture of all rights. He succeeded in many fields. Kleist valued his experiments more than human lives and the CMC marines sent to the station to act as xenomorphic custodians often returned in body bags. extremely rich. New Eden/ JV has a strange Corporate structure that is like a smaller version of the ICC. it had an almost ideal climate and environment. Unlike Casper Nordling station. The atmosphere is breathable with a filter mask. and Exeter is rapidly declining in wealth and importance. and has a population of 200 million. the mining claims on these asteroids are being bid on at Helix. and two or three survey teams go down into the atmosphere every month. Orbolab The large ZCT funded laboratory has been the location of many controversies until its closure at CL6.000 people each. Kleist’s obsessive personality shot him in the foot since eventually. and go on extended missions of up to 2 years deep into the belts. who broke the story. and there will soon be fullscale mining operations throughout the system. which found it. Control of New Eden/JV is determined along democratic lines. but it proved to be an easy Terraforming job. It is impossible to build communities on the land areas that are exposed. the CMC would come in force to investigate the losses of their men. and many bear rich mining deposits. It became the bloodiest location of the war. with the New Eden/JV entity itself functioning as a sort of umbrella and the various components retaining their own identities and goals. A space station orbits Atol. because they are above water for only a few hours at a time. The CMC arrived in force. At CL5. Ernst Kleist.5 but the other remains. have crews of 3 to 8 people. The seas are so violent that no attempt has been made to build floating structures. Kleist often invoked stiff (and severe) penalties to anyone who destroyed a specimen. Within a few years. Kleist committed himself to trying to control the alien. Thousands died in the caverns. which combines with the system's sun to create huge tides that sweep the planet. and it made the coalition of Corporations. however. The water is acidic and contains no life. Most of the contracts call for minimum production levels and schedules. which are investigating the vast asteroid belts of the Helix system. Orbolab was repopulated later and achieved much success later. Atol Atol is a water world with a heavy atmosphere and continuous rain. even though its sanctioned hive was destroyed when Kleist left. At present. and now calls itself New Eden/JV. carrying a few dozen permanent staff. freeing the world. The world is now completely terraformed. These craft are owned by several different Corporations and independents. Helix Helix has a Service Base and is the focus of a fleet of small exploration craft. His security force controlled the populace and its sanctioned hive with a stern hand.

Cyrus is being terraformed by New Eden/JV. the atmosphere is toxic and contains insufficient oxygen. Medusa Medusa is cold world with an un-breathable atmosphere. but because of their unique business environment and since the wealth produced by New Eden has been so great. and point to New Eden/ JV as an example of inefficiency and bad management. and the member Corporations are all growing quickly and smoothly.and the rest of Humanity as well. Morning Glory This is the base camp for New Eden/JV's attempt to link up with Micor through Morning Star. and one cluster nuke later. Regardless. It lies on the route that links New Eden with Hilo. New Eden is a prosperous and self-sufficient world.5. Earth. for Micor is supported by a society pushed to the edge of revolt and greedy Corporations from other Sectors have consolidated their positions enough to begin to look for new avenues of expansion. and is early in a Terraforming program being managed by New Eden/JV. Cerebus The twenty odd dead terrestrial planets orbiting the cold red sun reap little benefits. Like. The Micor Sector will certainly appeal to many. By the end of CL6. and the world's greatest value is that it is one step on the recently completed New Eden . It became a hotspot of Alien activity and a popular hit for Alien Predators. they have been somewhat magnanimous. it is very difficult to change Corporations. New Eden was torn apart during the war. This guarantees that everyone is well treated and that real talent is rewarded. The major location there is the enormous Terminal Station. a Beserker team nuked the base. All this is changing. and is below and to the left of Earth on the Star Map. but clustered together. Cyrus Cyrus will eventually be a comfortable world for humans. The station controls the mining ships on the planets and controls most traffic through the system. and will probably have many other functions as well. This sector has had a relatively peaceful past. .Hilo route. and this has resulted in stagnation as internal politics became more important than good work. however. Panamar is totally destroyed at CL 5. where they were able to work in an unusual environment that rival Corporations consider a drawback. this simple lifeform uses thermal energy instead of sunlight to create hydrocarbons. New Eden was scarred but livable. It became a staged Alien Lab when a Weyland Yutani Trader dropped a complete hive off at their doorstop. The most talented people in the member Corporations were transferred to New Eden. The Station’s 400 member staff operate in almost complete luxury. MICOR SECTOR This route runs from Earth to the rich world of Micor. Elsewhere in the ICC. A couple thousand marines. but good potential for future development. Other Corporations generally elect to increase their profits by giving the employees as little as possible. At present. do provide some financial benefit. The Corporate conflicts which characterize the Hyperdyne and CSC Sectors seem out of place and the Sector is very prosperous. At CL5. It is a Service Base that is currently the port for deep exploration craft. its Colonies were not self sufficient enough to rebel during the Colonial Wars and the Corporations owning the rich world of Micor have been complacent and peaceful. personnel on New Eden can easily change their employment from one member of New Eden/JV to another. The good treatment afforded the employees of New Eden/JV has prevented the member Corporations from truly maximizing their short-term profits. Most of the Southern Hemisphere was a warzone with several operating hives. its population has a great deal of freedom. and colonial development will probably begin within the next twenty years. A small research and mining station is studying and harvesting a type of thermogenic plankton. and it will have a large and productive Colony. Panamar This is another Terraforming project for New Eden/JV. It is already used in Life Support systems. the threat was gone.

000. as well as vessels from Earth. there is also another healthy economy. that of a well-established network of smugglers dealing in all types of contraband. Terraforming was completed here only 8 years ago. and how valuable this breakthrough really is. Weyland Yutani repopulated the world The local police and military forces of Tradex are currently under the control of Colonel fi Castel. corruption. Argos Argos is a dry. sand-swept world much like Mars. has been implicated in high levels of bribery. In all. however. there was little interest in this outpost. which is based on Micor and is superficially similar to New Eden/ JV. It has little water and a thin atmosphere. suddenly soared in value before being pulled off the market. and is nearing its completion. The operation uses remote mining robots for the work. The location of Argos is its greatest asset. The substance being mined is Helium 3. Due to Casters influence. the ICC . and is using Feldspar as its control point for all commercial traffic. and Grendel. it receives all the traffic to and from the Tartarus Sector. It is the base for a number of small manufacturing Corporations. which is beginning to resemble a personal army. The CMC invoked Marshal Law.000. Tradex is investigating the situation. The research involves the study of an indigenous life form called Brachous Slugs. It is located on a moon in three domed communities. and charges of embezzlement and treason will probably be filed in the near future. Castel has certainly encouraged these crimes. Unfortunately. West Star This is a small Mining operation on the moons of the gas giant which rules this system. something has happened on Astyanax and many Corporations are hoping to muscle in on Falcon's operation. it is a prosperous. Until recently. Even with these restrictions. Hyperdyne is running these. and the population has grown rapidly to its current level of 70.Micor and Micor . This force. and these commodities are carefully maintained and conserved. financial trickery or leverage. Tradex exerts little real control here. evacuated the populace. He is an ambitious man who has built up the power of his forces. The Corporations that own Lobo are organized into a loose consortium called Tradex. Micor is concerned with illegal traffic into its territory (most of it through Grendel). Micor. When Aliens attacked at CL5. Tradex vanished after the war when the CMC arrived at Lobo and found half the populace fighting several large hives in the middle of the colony. Recent years have seen it transformed into a cargo storage and inspection point on the Honeycomb . A Customs and security compound has been added onto the old Mining station. although some people question whether Hyperdyne really wants to halt the illegal activities. or brute force. and has transferred their loyalty away from Tradex and to himself. where a decades-long biological experiment is being run. and this industry is supplemented by large cargo facilities that handle commodities from Tartarus. the robots abandoned the colony and its inhabitants to die. using intimidation. Many of the new residents are involved with the advanced planning and transfer of the owning Corporations' assets from other worlds to this budding trade center. and began hiring a military force for the protection of Astyanax. which is the standard element used in creating the fusion reactions which generate most of the power in the ICC. and extortion. and cleared the hives. and space defenses are also being set up. and he possesses much more power than is usually given to a Colonial military ill commander.Astyanax This is a small Research Station with only rudimentary spacecraft repair abilities. and there is a crew of only 60 people here who oversee and maintain the robots. Feldspar Feldspar is a Mining World that has been played out. The stock of the owning Corporation. Whatever the nature of the breakthrough. only time will tell who will profit from the situation. A team of 20 operates and maintains the station. Argos is a thriving Colony with a population of 100. well-run commercial Colony. Falcon is obviously unwilling to share this new development. and is believed to be associated with criminal elements and corporate forces that threaten the interests of Tradex. At CL6. but last year there was a slight security leak. Beneath the surface. Lobo A large Colony which has expanded recently due to the increasing trade to and from Honeycomb.Argos routes. Falcon Industries then bought up all available stock. Falcon Industries. and his links with powerful Corporations.

and ended the Corporation's efforts here. It is a nearly ideal world that has been fully terraformed. if it is properly developed. A disaster destroyed the initial Terraforming site. The air is now breathable and the climate mild. which studied their hive structure. In the meantime. the colonists and their nowgrown children are poised to reap the benefits of their labor. through intelligent planning. and honest labor. Pindel decided to cut its losses and the new Corporate heads have settled for spending their wealth on Micor. and cloning techniques. The station was never closed down. The atmosphere is too thin to breathe and there is no surface water. Micor has become a home for the rich of the ICC. and may not support any legal action they take. Summit Summit is a Colony in the last stages of Terraforming and is prepared for major expansion. and crime and smuggling have become the Colony's two major industries. and have lives of great ease.000 people who were members of wealthy families. sensible risk-taking. They formed their own Corporation and set about developing the world of Summit. but these are fairly simple Terraforming problems. treachery. There are 80 scientists and technicians here. technicians. and whether their great accomplishment will be passed on to another generation. killed the head of Pindel and some of his top advisers. as long as Castel gets a cut. Their quick abandonment of development and business in exchange for a life of ease is seen by many as a sign of decay within the upper classes of the ICC. and financial manipulation by the Corporations who are flocking to Summit. After decades of Terraforming and preparation.has declined to assist the Tradex investigation. and Alamar is a Research Space station in orbit around it. These experiments move into new vaccines. in terms of the standard of living of the inhabitants. However. which had great potential but had been ignored by its former owners. Operated by Colonel Doctor Paul Church. Church was committed to their elimination by attacking individual aliens rather that the collective force. conducting general research on stellar exploration probes and supporting equipment. The 50 scientists. Alamar The star in this system is a Red Giant. Lacking effective leadership. investigations revealed that the funding and estimated loss of manpower and supplies seems much greater than the original schedule. The world holds promise. and along with this economic and population boom will come the problems associated with rapid growth. The world was developed by the hard work of the original colonists. having accepted Corporate bribes in exchange for their country's economic cooperation. wealthy stockholders from dozens of Corporations have settled here with their families. This is the boom world for the next generation. The only obstacle to the happy fulfillment of this dream is the potential for deceit. and who decided to expand their fortunes in the finest traditions of industry. youth serums. It . Innominata This dead system is the home of one of the most enigmatic spacelabs in the ICC. is yet to be decided. Many people who were once powerful in the Nations of Earth are also here. Innominata studies the alien but unlike Orbolab or Casper. It is theorized that corporation grants run into other field relating to the xenomorph’s more mysterious qualities. and is possessed of an earthlike ecosystem. Byron's Hope This is the scene of a Canceled Terraforming project by Pindel Corporation. How the colonists will face this final crisis. Micor This is the richest planet in the ICC. so many Corporations are planning to move to this nearly ideal environment. the Corporations licensed to operate on Lobo can do almost anything. This was a group of 2. and soldiers stationed here are sworn to secrecy as to its objective even though it did apply and was granted to keep several Xenomorphs as specimens. There are rumors that an egg silo is hiding somewhere under its surface.

Island Atols scattered across the globe maintain the farming community. This world is very close to its sun. Bracken’s world is a strange sight. barely. That planet is the scene of the greatest emergency in the ICC in recent years. and are trying to defend their social structure. The industry necessary for the world. the closest thing to paradise in the ICC. and work very hard in pursuit of that dream . Most of Tarturus was untouched by the Xenomorphs. many of the best choose to go with Micor. The exploration and maintenance crews of Morning Star have been waiting here for some time. The workers all dream of the ultimate promotion. and they are supporting the development of the drug trade to Micor and its moon. and the first Atmosphere Processors are in place. Tartarus Sector This small Sector branches off from the Micor Sector at Argos. and the others continue to work desperately. Bracken’s World An extremely modified planetoid. This keeps the heat to a bearable level. Only a few are successful. barren world with no atmosphere. which is transfer to Micor itself. Micor also has a vast corps of scientists and researchers on this moon and scattered in labs across the ICC. and passes on some of its profits to the scientists responsible. The Colony survives by being buried under the surface. and they are tired of competing with the graduates of their think tanks. which supplies the ICC with a major source of nutrition (mostly seen in emergency rations and air dropped care packages). ones that do not contract with Micor for scientists. its chain of universities on Earth. The leaders of Micor are aware of these efforts. They are then leased out to small Corporations in need of assistance. with the inducement that if they are successful. and who are now reaping the benefits of that decision. driven by the desire to reach Micor and the knowledge that their only real option is a trip back to the poverty and chaos of noteworthy that the people who live on Micor are not those who currently have power. as the indigenous Harvesters have surfaced and are destroying the Colony. Construction of the west of the Terraforming equipment and of the future Colony are in full swing. A concrete lattice covers the entire planet. and there is general dissatisfaction. Scorcher A small manufacturing facility on a hot. The very harshness of the environment is what lends the world its value. Their finances struggled but did regain its composure. are resentful of the wealth Micor is accumulating.000 people necessary to operate that industry. have been consigned to a large domed colony on Micor's moon. There is little industry on Micor itself. They hope that they can disrupt Micor's society. the hard . Some of the larger Corporations. Pestron A world in the early stages of colonization. Basic exploration and Terraforming plans have been made. No Military is present except for an isolated pad and outpost in the middle of nowhere. Morning Star Advanced space exploration base for the establishment of a route from Micor to New Eden. These Corporations are working to undermine Micor from within. and bring an end to its monopoly on scientific genius. and is protected by domes with multiple barriers that are highly reflective. but in the last few years funding has been cut and new exploration is on hold. They are people who have traded their power for simple wealth. Driven by youthful optimism and courage. and the intense heat makes it uniquely uninhabitable. Micor receives a share of the proceeds from these projects. and allow Micor to select and train the most talented people available. Micor survived the war. These schools represent the highest education possible for Earth's billions. however. It still stands tall. On this lattice is a massive kelp bed. these students are offered positions with Micor. On graduation. These people are graduates of one of Micor's greatest assets. For those who make breakthroughs. the rewards are everything they have been promised. they will be given wealth and homes on Micor itself. as well as the 800. Good progress was being made. and they are dragging their feet. The rulers of Micor have apparently decided that a direct route o New Eden is not in their best interests. where they work in the most advanced scientific projects in the ICC.

Malnutrition and disease are becoming problems. Devil's Peak was a small but prosperous place.000 people. Colonial Marines will certainly be sent in to handle the civil unrest. air. and the Colony of 15. A massive cargo freighter crashed landed through one of the domes containing many Xenomorph specimens. the colony’s inhabitants exported livestock in the thousands via cargo transport every six months.000 is domed. The ICC considered Ryushi a grand success in self-sufficiency. has nearly exhausted its resources. and relief supplies and transportation might be sent in the near future. A hive soon developed and only the ingenuity of the inhabitants and marine reinforcements kept the fighting to a minimum. and of instructions and guidance from the Human back to the Synthetic. the population has reached 40. to date. Events on the planet Tartarus have changed all this. and Biozone Alpha (BZA). and new techniques are being developed for the use of Synthetics in research. water. For decades. Since the atmosphere is moderately toxic.000 feet above sea level). this possibility hangs over the Colony like the threat of an earthquake. and special shuttles that can handle the extreme heat handle transportation to and from the planet. Refugees are being housed in every available area. They are being assisted by nearly 50 Synthetics of the latest design. is a major supporter of the work on Temple. with only a single landmass rising above its surface. BZA is appealing to the ICC for assistance. When the CMC arrived with a second battalion at the end of CL5.vacuum. and have stretched its food. The colony lived peacefully for generations with little crime . The manufacturer of the Synthetics. One technology being tested allows a direct transfer of memory from a Synthetic to a Human. They fought without many reinforcements for years. Ryushi Ryushi Texas-style dusty atmosphere spurned a very old-style ranch colony. The atmosphere is toxic. This area is at a very high elevation (15. with a population of about 10. Temple This is a science outpost on a planet with a toxic atmosphere and low gravity (1/12 Earth) where two dozen researchers are working on metallurgy. and contains the Colony. most of the colony was destroyed. As the situation deteriorates. This fragile Colony of 5 . The refugees have overcrowded the small Colony. BZA has continued evacuating Tartarus. an unusually large solar flare could still be devastating. Volcanic eruptions have polluted the atmosphere beyond the ability of any Atmosphere Processor to cleanse it. but it is simply not possible to provide for their needs. but the situation on Devil's Peak is now unstable. Because of the special expense of this fleet.5. and hopes to demonstrate the effectiveness of advanced Synthetics in the sciences and in the operation of facilities on dangerous worlds. as refugees from that dangerous world have fled to Devil’s Peak by the thousands. Spacecraft coming into the system stay outside Scorcher's orbit. which owns Tartarus. which is building.000 is just a moment away from a disaster. and living space to the limit. Hyperdyne. and manned vehicles are used to collect the ores. but humans rose victorious. Devil's Peak Most of this world is covered by ocean. Even if there is no aid. few non-essential items are found at this facility. At the moment. Even if all systems are properly maintained and the residents are very careful. and the extremely pure base minerals found readily available here make it easy to produce critical parts for the drive and power systems used in Spacecraft. because of the brutal conditions. and the dim light which reaches the surface gave the Colony its name. or some other natural disaster. Devil’s Peak was the site of a major conflict during the war. There is not enough transportation to take the refugees on to other systems. Prices for all items are four times normal. This would allow Human reasoning and instinct to be more closely coupled with the sheer power of a Synthetic's brain. and Atmosphere Processors are slowly adjusting the air. Until recently. the high temperature. and crime and violence are at very high levels. This station survived mostly intact throughout the war and became a scientific cornerstone for decades to come. and to continue evacuating people from Tartarus. BZA is trying to pay for the services for the refugees. while luxury items and non-essentials cost 20 times the regular price. the Colony exists in four domes. Twilight This Colony harnesses the planet's volcanic energy and magma for ore processing and other mining. and production in the Colony has almost stopped. Robotic rigs float on the seas of magma and handle the mining chores.000.

Was shut down by CL1 and operated by a minor work force. whom are often forced to share duties and living quarters. which is perpendicular to its orbit. At CL5. Some survivors were rescued later but Ryushi wasn’t re-populated for another few years. these immense. Was later shut down for no reason in CL2. Darkness would settle over the rest of the first continent over the course of eight years. one. The environment has been ideal. The constant sunlight of this extended day produces a vibrant and diverse ecosystem. Scientists had been looking forward to finding out how the environment handled the transition from day to night. Fiorina The location of the Weyland Yutani operated Maximum Security Double Y Chromosome Work Correctional facility / Toxic Waste Containment center. Sargon A small survey outpost of barely 20 families. This material is shredded and carried back underground. As a continent enters its night. Sargon IV was discovered destroyed and an Egg Silo was found under the surface. with thousands of species of plant and animal hybrids that use the sun's energy and the rich carbon dioxide/oxygen atmosphere for growth . It takes 40 years to complete its orbit around the sun. The Sargon survey teams did successful core several interesting samples from under Sargon. On the night side there is little life.5 A Beserker team successfully cleared out in alien hive and operations continued as normal. It was at this point that the most dangerous native lifeform made its appearance. It is a strange ecological cycle. only one of which is currently in daylight and which is colonized. and excellent atmosphere and climate. but one .and a very country-style way of life. which was entering the daylight. there is an abundance of life with no particularly dangerous creatures. Each continent would be colonized in turn. as for as 2 kilometers down where the primary mining is conducted. But the magic captured earlier was never tapped again. Most of Ryushi was destroyed. The fact that the station was destroyed indicates that the vaccine didn’t work. A mining colony should be in operation soon. armored creatures burrow up from tunnels far below the surface to devour all organic materials. as a test of their abilities and an opportunity to develop new areas. The transfer was eagerly anticipated by all the Corporations present. and slowly generate the carbon dioxide in the atmosphere. and that is exactly what they do. Knowing about Tartarus' peculiar orbit. However. who planted alien eggs in the livestock and released the Xenomorphs among the populace for the hunt. Tartarus This is an extremely fertile world. to cysts where the Harvesters live. Traon has been known to be site of a strange symbiosis between civilian personnel and military forces. so it has a 20-year day and a 20-year night. An unusual feature of Tartarus is its rotation. but these ravenous monsters are not what they had in mind. the settlements were designed with a slow migration in mind. The rest is subterranean. but it was already habitable and was quickly developed. as sites which were within a year of twilight prepared for shutdown and the colonists got ready to transfer to new locations on a continent that was nearing its dawn. it would be shut down and the inhabitants would move ahead to a new site. There are three major continents on Tartarus. Even the inhabitants walked around the unpaved roads in cowboy hats and riding steeds. The Harvesters live off the organics for years. which in turn regenerates the surface life when daylight returns. Although it holds great promise. the secluded position of Ryushi prevented most infestations from taking hold. and as night settled over a part of the colony. and the world waits for day to return . Tartarus was discovered only a generation ago. This process was just beginning a few years ago. Ryushi was not immune to the Alien Predators. Traon: A massive mining complex run by Grant Corp and center of the Deep 4 observation outpost. The creatures are called Harvesters. Most of Deep 4 on the surface is simply landing pads and observation equipment. Even during most of the war. it is now the site of a major crisis for the ICC. It was rumored that Weyland Yutani was aware of the Silo was used it as a way to test a new vaccine that would make subject invisible to aliens.

Missions include evacuating colonists. they have only a few hours of life left. Like a bee. Deadfall Deadfall is a research station studying the mechanics and processes involved in Terraforming. With other species. A pack will coordinate its activities. Evidently the alien queen is able to communicate in some subconscious fashion. The Harvesters have a smaller form. and the resulting movements and volcanoes are studied by a facility with 30 scientists and about 100 people responsible for moving the asteroids. and organizes for war in the same way that ants do. The world is an Earth-sized planet with a good temperature. and Corporations which own communities in these areas do not want to abandon them until night falls. moments before his lab was overrun: “I-I've lost track of time since the Bio-National attack. PEOPLE & GROUPS This is the last known transmission from Dr. which never leaves the cyst. and it is not even a self-supporting life form. and these packs often fight each other for control of fertile areas .5) on Earth before committing suicide. which lock in place. Infestation seemed limited to a narrow geographical range And yet for every cluster we found there . these disseminations manifest themselves in the form of pattern nightmares. The dreams were a lure. how well this will work is unknown. The asteroid movers were formerly asteroid miners. They are capable of digging and boring through rock and concrete. ranging in size from small insects up to nearly Human size. I’ve barricaded myself in my office to give me time to prepare this final report. Parts of the continent will still be in full daylight at that time. which is used to defend the cyst from underground pests. however. To date. To assist in these defenses. another surprise is waiting for them. When they do. Waidslaw Orona (CL5. The Harvesters are sweeping across the continent. Instead. and will be done with their work within three years if Humans do not stop them. and Harvester hunting and research. the work is naturally under tight security.which remains in balance. and a detachment of Colonial Marines and 20 special ICC Agents protect these technologies. called a Drone. but little atmosphere or surface water. as well as nuclear detonations. asteroids are being thrown into Deadfall. the Drones grow on Harvester variants called Carriers. The Drone is little more than a large pair of powerful jaws. delaying Harvester attacks. and minimal volcanic activity. and their jaws can shred almost anything. They attack the invading creatures by biting with their immense jaws. they give their lives defending their lair. but their contracts were bought up for this unusual activity. To promote volcanic activity. Specially designed Tug Spacecraft are being used. retrieving abandoned equipment from devastated communities. This static situation has made it an ideal laboratory for studies of atmospheric development and volcanic activity. They move in packs of several dozen. At first we thought we’d be able to contain the spore. missions are being sent down into the Harvester tunnels to see if the creatures have a weak point. in human beings. plans have been made to defend the communities against Harvester attacks. Colonial Marines and other forces have been sent to Tartarus to protect the many settlements scattered across the daylight continent. Unfortunately. the impacts of these asteroids trigger shatter parts of the planet's crust. no one has reached any of the cysts where the Harvesters live and store their food. In these places. The Harvesters look something like huge armadillo. the Harvesters do not differentiate between their natural food and the Colonists who now live on Tartarus. When they leave their Carrier to fight.

NOTABLE SKILLS: Xenobiology (+8). The seed is growing with remarkable speed. they mobbed the facility and broke into the small Hive. the disaffected—As if such petty rivalries even mattered. However we still considered containment an option. Orono proposed a drastic final measure. All would launch from a single location. I know the truth. From all this. When the project was finished. I was wrong. it was unavoidable. I’ve come to understand something about humanity. that changed. Those things didn’t destroy us. Biology (+7). Tactics (+7) “Vital services—water. driven by animal passions. and with every generation the spore became more entrenched. His greatest fear was allowing what he learned to be exposed to those that would mutate his research. Fate. The missiles never fired. He studied the effects on aliens when placed in adverse environments and also studied the aliens’ influence on humans. seeking out alien hives.. The queens matured at whatever speed their survival dictated. it was an opportunity for the unknowing host to spread it’s spore to other sites. He took charge of the CMC’s Biological Management Control Division when the first evidence of the Xenomorphs appeared. over 1000 missiles were constructed. . it seemed almost—welcome. “There was a geometric perfection to the infestation. The military has organized off world ships to evacuate ‘vital personnel’ to the other colonies—mainly their own precious hides. We found hives everywhere. predicated by a tissue thin veil of lies. We did. When Orona and the CMC discovered the Alien presence on Earth. They discovered Bio-National kept an alien under heavy guard…a queen. “Perhaps our worst mistake was underestimating the sheer instinctual cunning of the creatures. Each queen would lay still more queens. I assumed we still had time before any new queens would become viable. Paramedic (+9). In studying the Bio-National files we learned their queen had gestated a number of weeks to prior maturation. I’ve chosen to remain behind. The aliens’ subconscious bait transcended class and political boundaries. electricity—began to fail. Within days. our hope of destroying the creatures before they entered the civilian population faded. these were devised to launch from sealed silos and float in orbit. Civilization is a pathetic charade of manners.were ten more just like it. With each new discovery. by CL4. Information leaked at the end of CL4 about Orona’s research. We’ve heard of infestation in Europe and Australia. Bio-National. We didn’t see the underlying pattern behind their evolutionary process—the way every facet of their existence was geared toward propagation. Past CL4. When the generals finally staged their coup. There were rumors the military was using the pretext of alien infection to eliminate political dissidents—the poor. Orona’s bombs remain in their hangers. The civilian authority was weak in the face of the devastation. We had assumed the gestation period was time for the alien embryo to feed and grow. he’d become the single most experienced scientist to the Aliens. and the weapons would then speed down to the surface and airburst over the hive with a destructive yield of 40megatons. The end result was his popular “Theory of Alien Propagation” paper which was required reading to all CMC personnel past CL4. When the Salaje cult discovered this. The Military created testing centers where physicians checked civilians for signs of the alien infection. By CL4. Nicknamed “Orona’s Bombs”. In the future—if there is a future—historians may blame our failures on some external cause—the aliens. At first the tests were voluntarily. However. clumped at the CMC ground HQ in Nevada. controlled by Orona’s team. Man is an animal. Using their experiment as a baseline. His teams’ research concentrated more on defending colonies to the infestations but this required several life specimens to be kept in study. WAIDSLAW ORONA AVAILABLE AT: CL1 Doctor Orona has PhD in many realms but he fancies himself a geneticist. all Sanction hives needed to be approved by him and only him. but it was more than that. PEOPLE DR. <WUMP!!> They—They’ll be here soon. The resulting infestation started the Earth War. more…<WHUMP!!> …Ahh At last.

Odd. Information is sketchy at this point but Massey’s wife appears to have confronted him about the document. There’s something pathetic about the struggle. experimenting on the aliens trying to control their mannerisms. GENERAL MONTGOMERY SPEARS AVAILABLE AT: CL4 General Spears was considered on the short list to the next Secretary General. they’ll be able to come back to their world. I doubt if the long-range relay stations are even operational. Make you wonder how it feels being a sociopath. both Spears and his ideals were killed when he attempted to release trained aliens back on Earth to destroy their brothers. NOTABLE SKILLS: Handsome (+1). He had been married for six years. It’s rare when you find a man who loves his work. <Eyes Only <Override Clearance A1A required <Major Eugene Powell.BIONATIONAL EXCUTIVE ASSISTANT PATRICK MASSEY AVAILABLE AT: CL3 Massey is a family man-married for six years with a young son. He didn’t enlist out of patriotism. He liked it. His secret agenda was to harness the aliens and control their behavior. Combat Sense. he ran the Xenomorph division and committed himself to making sure Bio-National was the leader in Biological warfare. “We made the mistake of perceiving the aliens as sentient warriors. He kept his experiments quiet at first. Suddenly. he is also a relic. how I’ve been thinking of her. He commands his armies with an iron fist. Spears was the first to promote a CMC Bioweapon’s division and started one of his own secret projects when the aliens appeared. doctors would apply radiation to the affected area in hope of destroying all traces of the scourge. He had more decorations than a Christmas tree. Seems he tried to kill his commanding officer for failing to order his squad to attack a civilian encampment. I’ve times the detonation to coincide with the military’s escape. USCMC . My only regret is that I won’t survive to see them proven wrong. he was court-martialed. I finally realized the truth. He took pains to make it look like a robbery gone bad. Silver star for bravery during the oil war with a couple hundred confirmed kills. doctorate in law from Cornel—He could have had his pick of the big two companies. He is a man to fear. Instead he enlisted in the marines. They think they can destroy the creatures. Refer to Religion. following surgery. I feel rather…foolish. Bio-National paid off the military tribunal and hired him immediately. Apparently one of the communications people sent Massey some classified mail through an unclassified channel. Both he and his legacy vanished. Massey’s son accessed the material. outside a local hive and ran his army into the underground. Very careless. Military Training SALVAJE AVAILABLE AT: CL4 The leader of the Salvaje cult. When the war broke out at CL5. Years ago. A cancer. A man of honor and distinction. Under the circumstances. No one really knows who he is but sometimes. but there are times when the old ways are most effective. My—My mother died of cancer. An MBA from Harvard. <Log on. Massey performed admirably. Spears set up station off world. They think someday. He had a psyche profile done after and he registered within tolerable limits. Unfortunately. The police didn’t suspect a thing. They’re diseases. Still if anyone is actually seeing this—I Just—I <SKRUNCH!!> “Doesn’t really matter does it? I’ve never actually fired one of these thing. Unfortunately.” <BANG!!> Regulations are quite clear on procedure in cases like this. his image become clear. Unfortunately. At CL3. He was viscous with punishment to his men that harmed them. “I take pride in my pragmatism—I realize this transmission is pointless. His experiments obsessed him. It sounds so primitive. but you must admit it was an unusual situation.

> Eloise has only basic behavioral inhibitors. She’s also begun developing her own emotional responses. I overheard the General mutter something under his breath. As a result. Eloise was an unexpected product of early attempt. None of that was any concern to General Spears. and even though sometimes. All reports have been compartmentalized. near one of the containment vessels. It’s not that she’s the richest woman in the world. she can perfectly assimilate into a hive. so is the alien’s. Mostly. Tactics (+7). an alien egg is infected with a biological computer virus using leprosy spores as a medium. <Log Off. he was smiling as he said it repeating himself several times. She is reported missing and a hunt is underway. There have been reports of run ins with her ship though by some CMC squads. In laymen’s terms. she has yet to be taken into official custody. Leadership (+10) SECOND GENERATION “ELOISE” TYPE SYNTH AVAILABLE AT: CL4 Eloise is the prototype in the line of second generation Synthetics. <I realize these notes could be constructed as mutinous—even traitorous—But it has fallen to me to keep some sort of record. she is only programmed with a basic morality of what is good and what is bad. using an alien queen’s own DNA. It deleted and rewrote specific DNA chains according to its program. Eloise was designed at the Adullam Research facility and escaped with the survivors and a few aliens when the base was destroyed. Bad Temper (5). However. <At 0900 hours I relieved Lt. Further synths were manufactured slightly differently (refer to Plug-In Alien Resurrection for details).but would rather help humans passively by commanding aliens to not attack rather than kill hem directly. <The General’s obsession with the alien has clouded his reason. She was the first. Eloise also has problems figuring her origin since she is part human and part alien.<In Light of recent events. Eloise was grown. By CL6. I had come to believe Earth’s plagues had been destroyed by an all-out nuclear attack. <At 1023 hours. growing an android instead of an alien. <The General’s behavior has been erratic for months. She is not bound by an inability to harm humans. He answers to no authority but his own. I have opened a daily log to summarize my assessment of base commander Spear'’ fitness for duty. she’s faster and stronger than normal. It’s not that her company. Perfection. NOTABLE SKILLS: All skills from an Adcap with an additional +1 IVY DERRINGER AVAILABLE AT: CL3 Ivy Derringer is the kind of person that is always under a spotlight. More importantly. no matter what. I observed General Spears alone. now corporations can grow androids at a fraction of what it costs to construct them. Android morphology is heavily based on silicon polymers. Eloise cannot be harmed by any Alien. she serves a purpose. And God help us when it starts. Skank. He seemed to be watching them NOTABLE SKILLS: Obsessed with Aliens (10). The General has his loyalists. “You know what’s great about Ivy Derringer? Its not that she’s the hottest lookin’ piece of stuff in the cosmos. It wasn’t difficult to make the adjustments. not built. She is also loyal to humans as well . you continually pray for that spotlight to land on her. and her design was never duplicated. but it’s only a matter of time before there is open rebellion. she is capable of killing both human and alien if her morality of good and bad skewers her in one way. I have seen enough killing—It has to stop. made 125 billion last year It’s that she’s sweet-talked all of us into spending one-third of our income on her . Brinbridge and took over as Duty Officer in the main habitat.

they found that the doctor and his staff were killed. insane. She shakes it and we come running. you buy her products. drink. self-replicating brain tissue. Moves into the field of Xenomorphs at CL4 Stan Mayakovsy is considered one of the leading men in animal behavior in the ICC. However. He stayed near the hive. Church was impregnated but. Norbert failed in his infiltration. upon finding one. Engineer: Synthetic (+9) COLONEL DOCTOR PAUL CHURCH AVAILABLE AT: CL4 “When I look the Cosmos in the Eye. He studied the aliens ever since. he was granted a full biomechanical makeover. of course very low. He experiments on aliens but also humans. His Bio-National grant was indefinite and he and his Dolomite Cargo vessel sought out to test their prototype “Norbert” Synth in a suitable rogue Hive. Beautiful (+4). He survived only because the aliens were suffering without a queen and were unable to produce a royal jelly event with a viable embryo. NOTABLE SKILLS: Xenobiology (+10). It is possible he is trying to make human race into his own image. why not scale up an have an android alien penetrate their society. His book “Cyberantics” was a national bestseller and is considered required reading for scientists venturing in the field of xenobiology. Paul Church is. No aliens were being born. when someone finally discovers his evil plan and puts an end to it. NOTABLE SKILLS: Xenobiology (+9). some form of Hived mind similar to the aliens. had it removed. acquired infrasensory abilities. Business (+8). He is secretly working on metabiotics. take drugs. Seduction (+6) DOCTOR STAN MAYKOVSKY AVAILABLE AT: CL2. Persuasion (+9).products. (CL5) the Dolomite made contact with illegal bee-keeping activities. after escaping. Her corporation fell soon after. by all classification. His value for human life is. NOTABLE SKILLS: Beurocratics (+6). it blinks…” Paul Church Paul Church’s life and work is shrouded in mystery. Church believes that he is the most powerful human alive and considers himself a higher form of life. He moved from ants to aliens because of the obvious exposure his research would gather. If you eat. Secretly. he waited for rescue. When a rescue team arrived on the surface. and the rumored “Time Serum”. The addiction stemmed from his cancer. His research was luckily saved. As compensation for his ordeal in service for the government. He runs the Innominata Space lab. it may be too late. He figured that if an android ant could infiltrate an ant hive. Barabazon Ivy was killed when a class 10 virus destroyed Celeste. After it died. Synthetics (+7). All Sciences (+7) . The company considered his experience most valuable. He survived two months inside a dying alien hive and learned about their culture from the inside. Because of his iron fist control of Innominata. although only he and a few of his inner circle know the later. which took more than a month. He was debriefed in length. he was also an addict to Royal Jelly and used his experiments to gather large samples for personal use. Man I admire it so much!!” Darryl Zither.

Lecherous (10). It wasn’t until months later. he considered the aliens the most valuable force in the universe. their successful sub-industry. Engineer: Synthetics (+7) GROPIUS LYSENKO AVAILABLE AT: CL2 Gropius Lysnko died at CL5 after catching a bad case of morals.DOCTOR CASPER NORDLING AVAILABLE AT: CL5 Casper Nordling is the leading man in Biological warfare for Grant Corps. Handsome (+3). Grant Corp was one of the few corporations still standing. is very crooked. His station has a fully created alien hive. He also runs a sanctioned hive but the purposeful death of any alien is punished violently. Grant Corps is attempting to beat Weyland Yutani’s similar experiments on Innominata (unknown to all of them. Grant Corp supports sanctioned hives because of their large medicinal industry. He is not insane like Church…he’s just greedy. His budget has been spent entirely to discovering a virus that can be injected into an Alien Hive to destroy it. Kleist vanished. including alien research. Bio-National purchases most of them.Yutani's bioweapon's division for years. And with his all-synthetic staff. but appeared much later (CL6) as the leader of the bug men (See the Plug-In) NOTABLE SKILLS: Xenobiology (+9). He is young. did his operation fall down after his sanctioned NOTABLE SKILLS: Xenobiology (+7). one of the largest corporations in the ICC. Paul Church couldn’t care less about this tech race). which accomplished more or less exactly what he wanted. Ernst Kleist is another in a long line of scientists committed to studying the new alien race which have appeared over the ICC and like most of the others. Beurocratics (+6) hive lost control. Nordling is crooked. Grant accompanied the team and reportedly came close to death. His experiments involve taming the aliens so no one would ever need to fear them again. and rich—the world's most eligible bachelor. Xeno-Zip and uses Alien Royal Jelly as a prime ingredient. good looking. His fingers ran deep in many fields of expertise. but he does not support keeping the species alive for bio-weapon purposes. DANIEL GRANT AVAILABLE AT: CL1 Daniel Grant is the president of Grant Corp. Lysenko was a research biochemist that was privatly .. and Kleist. NOTABLE SKILLS: Business (+10). He discovered he could make even more money on the side by selling excess eggs (which are supposed to be eliminated) to rival corporations and groups. creates the wonder drug. It was rumored that Grant Corp was the sole corporation that funded the CMC. At the end of CL6. His research did develop the Neutralizer fields. DOCTOR ERNST KLEIST AVAILABLE AT: CL4 Dr. Grant Corp became a supported for the alien’s elimination even though they have a sanctioned hive at CL5. researching the aliens and their potential for profit. thus the entire Hive would be controlled by the replacement. After that. Synthetic formulas have failed so Grant Corps has sent expeditions to alien Hives to extract the substance. but Ernst wanted to go further…he wanted to control the species entirely. Beurocratics (+8). Bureaucratic (+6). under tight control. the Aliens escaped and the base was evacuated. This involved created a new Alien leader to replace the queen with Synthetic programming. On one mission. He ran Weyland . This experiment failed and when the CMC arrived to investigate the losses of their men. Like General Spears. he has total control. Neo-Pharm.

Editor’s note: Because of its complexity. any additional points may be spent wherever. He also started experimenting on himself. To decrease cost. GROUPS NON CMC CHARACTERS: PCs can option to be members of these groups…. Even a ship down to 0 K still has many systems intact…Even though a 6K tank may cost 2 million. A ship beyond – ½ their total Structure is wasted (Most of this info is repeated in the Cost of Living section). He vanished and was presumed dead. after the enlistment age in the Marines (18). If it is honorable. He couldn't take Xeno-Zip with him when he left.investigating the aliens because of their Royal Jelly. They may purchase Military (“M”) skills at twice the cost. Time can also be simply made as (1 K = 7 days). $60 000 will only be needed to get a 0 K tank back on the field. Herk Mondo is a self-proclaimed professional bug hunter. If you want it quick and dirty. Herk flies around in a modified drop ship. He was convinced that by examining them. These numbers can all be adjusted by the GM of course. However he still does it for money (double Mercenary cost—see below). You can also reduce the repair time by one day per TL. He actually enjoys his work. I have decided not to include price lists and fees for NonMilitary.Yutani later. His last notes indicated a breakthrough in separating his mind from his physical form but no proof was given. He was picked up by Weyland . Corporations have unofficially put a bounty on his head. Everything has prices except Starships…they should be assigned by the GM. The GM can invoke a fuel for starships (1000 / ly) and maintenance for vessels. Rumors pass that he is a total psycho. eliminating their alien infestations. The character has +3 points to any non-military skills until the chosen age. the rank is maintained. I decided not to work on it. Biology (+4) HERK MONDO AVAILABLE AT: CL4 Herk Mondo is a legend in the CMC. otherwise. NOTABLE SKILLS: Xenobiology (+8). he could unravel mankind's own mental processes. He was researching the psychoactive properties of certain royal jelly derivitives when he stopped his research. Stories are passed about him in boot camp—Stories about him taking on hives single-handedly. However. Since I assume most groups will be Marines. otherwise. which is not licensed. If they leave the military. but he did carry a lot of information. The CMC frowns on his activities but turns a blind eye to them. Paramedic (+6). Every year. Carrying a cannon in one hand. a six pack in the other. . he does have a soft spot for kids and women. they just left. the PC has no connection to the CMC. He worked for Neo-Pharm under GrantCorp initially. I leave it up to the GM to decide how to judge the costs of being an independent in this day and age. If they leave at the end of their character generation. developing the famous Xeno-Zip. NOTABLE SKILLS: All Military skills. These are simple guides and are open to change by the GM. the following is taken from the Pathfinder Game: LANDING PERMITS One Day Permit Week Permit Security Detail (per day) Service Tune-Up Repair Estimate $ 500 1000 100 1 000 1 000 LANDING PERMITS Three Day Permit Permanent Port Security (for Permanent Port) Repair Hold-Up (per day) Ship Repair $ 500 10 000 10 000 300 Various Ship repair can be done simply as (1 K = 10 000 repair cost). Lysenko never agreed with their policy on the infestation of colonies for research. consider decreasing it by 1 000 for every TL the Group is at. the GM can determine the way of discharge. Herk has swept through outposts and colonies.guidelines follow. Bureaucratic (+3).

governments—anyone with the money and the need for their services. It is quite possible for a Mercenary Strike Team to end up owing money to its employer. average around eight to twelve. REQUIRMENTS: SHIP: M-Class Starfreighter. add up his CP + OP total and multiply by 100 per month. The basic cost of a merc team with a ship increases by +1000 per K of the ship. For Mercenaries who do not have their own APC. For costs of Jelly and rules of selling. a Corporation that hires Mercenaries will pay enough money to cover their normal equipment costs. Should have ½ firepower. At least three people with military training. looking for viable hives. or Conestoga. so these are also supplied. ZCT Transport. sizes. or SV-90 Freighter CREW: At least six. The last two are the GM’s discretion. salaries. how much they will be paid. All mercenaries work under Contract with corporations or Nations. a debt that is usually worked off by taking an additional Mission at a reduced Contract value. They use suppressor technology to incapacitate the hives. For purchasing a mercenary per mission. Dolomite. Dolomite Hauler. the mercenaries must pay for the repairs. Someone with Xenobiology skills. In general. Mercenaries rarely have their own ships. The CMC does not endorse the hiring or Mercenaries for any activity but they have served alongside some better-known groups in hot-zones. the cost jacks up to cover the repair and maintenance costs. The Corporation usually supplies an Officer to lead the mission. but seek to extract the extremely valuable Royal Jelly. others remain on distant colonies as permanent security. His or her duty is to direct the Mercenaries and keep track of what they do. colonies. Every member of the team increases the total cost of the unit by 100 per man. Bee keeping is prohibited and proof of the activity may be punishable by extremely long jail term. and will provide transportation to and from the site of the job. Some fight the system. The name and their career history has been recorded throughout history in one form or another. If unusual expenses can be reasonable expected. then extremely depressive individuals with very low self-worth infiltrate the Hive to extract the Jelly.BEEKEEPERS AVAILABLE AT: CL5 Beekeepers have the most hazardous duty around. T-1 Hauler. Most Mercs are ex Colonial Marines. these are added to the contract REQUIRMENTS: SHIP: M-Class Starfreighter. they may do with as they wish. CREW: Eight and up to fifty. ZCT Vessel. They travel in modified craft to the systems that needs them. Snakefighter. crewmembers are generally…mean. a Contract defines the term of service or the mission of the Mercenaries. although this NPC will stay away from the battlefield if at all possible. and any medical aid necessary. The fine print of these contracts is not important. ADDITIONS: All members should have military training of some sort (At least 3 points in “M” skills per character). They don’t eliminate them. Mercs come in all shapes. refer to the chapter on Medicine. They venture out. ADDITIONS: Some form of Suppressor device. this can also be supplied. They do not enter combat situation and will usually abandon the Mercenaries on the ground rather than try to pick them up while they are under fire. any damage to it will be subtracted from their Contract’s value. these NPCs are available if the Mercenaries do not have their own. SV-90. but again. If the team has a ship. if the dropship is damaged. Money is deducted from the contract for any corporate property damaged or destroyed. Since the characters will be driving it. The same can be said of any Auxiliaries supplies by the Corporation. some are greedier and more sinister then those who hire them. unless the GM decided to add that level of role-playing to the game. They are hired by corporations. Some stick with specific corporations. not to take any risks. and dispositions. and any special conditions or clauses that are needed. Beekeepers generally move in cargo vessels and are crewed by ex-corporate engineers rather than military personnel. . and for special expenses. For game purposes. MERCANARIES AVAILABLE AT: CL1 Mercenaries and soldiers of hire.

The standard Contract lasts for one Year. ADDITIONS: At least one member must have a military background. as calculated above. When they have no pressing duties.SMUGGLERS / CIVILIAN TRANSPORTERS AVAILABLE AT: CL1 Similar to Mercs. REQUIRMENTS: SHIP: Any type assigned from the Corporation CREW: Anywhere from three to fifty. and usually pays well. The value of combat pay is usually the same as normal Mercenary salary of the Strike Team. and “expert” soldiers. the unit’s leader usually receives a larger share than the others. T-1 Hauler. The Retainers pays them and supports their families. How the profits are shared is up to the members of the Strike Team. For Characters. but not impossible. Upon the introduction of the aliens (around CL3). Retainers can find themselves working for a Corporation which is less than honorable. and gives them any special training or indoctrination needed. CORPORATE RETAINERS AVAILABLE AT: CL1 Retainers are similar to Mercenaries and are outside the standard military of the Corporation. REQUIREMENTS: SHIP: M-Class Starfreighter. which then supports them with additional equipment. however. as there are may worlds that have more people than wealth. Dolomite Hauler. Life is usually boring. life as a Corporate Retainer has several advantages. although longer terms are very common. smugglers found a new booming industry since almost every corporation would pay top dollar for ANY sample of the species from genetic samples to live eggs and even quarantined alien warriors. ZCT Vessel. including ammunition and so forth. Civilian Transports are not recommended as characters since most don’t need military skills. People in these units are similar to the normal military personnel that a Corporation might hire on Salary. they live and are paid like idle Colonial Marines. regardless of skills. WY Trader or SV-90 Freighter CREW: Anywhere from five to twelve. and does not have to follow standard salary guidelines. They are trained and given basic equipment before being sent to a corporation. if they get a better offer or see a special opportunity arrive. They often butt heads with Colonial Patrols. for example. although the contract value for especially dangerous missions would be increased and might well be two or three times this amount. or which is not too concerned with their welfare. Smugglers transport all unofficial cargo from systems. or it might be one of the colony worlds. . preventing the traffic of illegal materials. They sometimes transport Royal Jelly for Beekeepers not equipped to carry the cargo over long distances. The Characters still have a degree of freedom. and can approach problems in their own way without so much interference from the Corporation. Additionally. they receive combat pay for that month. The origin of a unit of Retainers might be the military or a destroyed Corporation or faction within a corporation. They are usually organized as Strike teams which handle specific Corporate needs in exchange for financial contracts of carrying duration. A large potion of the money is used for group overhead and military costs. The main reason Retainers work in Strike teams is a simple one. The Corporation is available as a source of financial and military support. One the other hand. Some large smuggler operations run Beekeeper teams on the payroll. Smugglers and Civilian Transporters look the same and are both authorized to carry legal cargo but Smugglers usually have members in the military field. The cost of smuggling usually depends on the situation. and any remaining funds are split among the members of the unit for their personal use. the pay scale is exactly the same. A Queen is a rarity. ADDITIONS: All members should have military training of some sort (At least 3 points in “M” skills per character). but they differ ii that they are usually of outside origin and have a certain identify of their own. they can probably get out of their Contract and move on their careers. If they receive a mission or go into combat for any reason. Former Colonials make up the bulk of Retainers. Corporations do not trust them to be organized in any larger numbers. Smuggling is prohibited in all areas of known space.

Arcturus. There are many corporations not mentioned. Bio-National’s main headquarters was destroyed and the corporation started to fray. Most.CORPORATIONS Some corporations have whole worlds that they control themselves. They are also known to be the most ruthless. Soon the Phased Plasma Infantry Gun was purchased in the thousands by the CMC. Starview. murder. the CMC made sure it was no more. defense. The CSC has 13 divisions but I only bring up the ones I am aware of. Even the huge participate. It is the way the ICC works. By CL4. The corporate population is the smallest of the big five even though its military is just slightly smaller. Knowing that. they were cheap. They also spearhead the movement in biological experimentation. some even renamed them after their ownership. GrantCorp. then several direct incursions between them and the UPP. It all depends on where a corporation places its eggs. New Eden and Hilo. station headquarters on major worlds and share duties with other corporations. This included propulsion. for example. Many attempts to leak out the formula failed and many alternative designs fell on the market. Bio-National has always been under a watchful eye by its competitors because of their committed posture to being the only medical supplier to the colonies. Bio-National answers to no one even though it still tries to follow the basic rules the ICC put down. however. At first. As he acquired mining rights and medical grants. but when they butted heads with Grant Corp. Only the most ruthless men and women are wanted. They were the first corporation with a sanctioned hive even though they secretly had one on Earth well before any legalization existed. but in space they kept well away from each other. Bio-National is the source of many of the most lucrative and violence contracts for mercenaries. GrantCorp’s security measures prevented their designs from being lifted. How many worlds you control does not lead to how much power you have. They have achieved most of that already. Neo-Pharm. there were some limited strikes between BioNational and the CSC. The Plasma Energy . This Phased Plasma Drive was quickly used in more than ten different fields of expertise. Make up the others as you see fit… THE BIG FIVE BIO-NATIONAL INTERNATIONAL “BIO-NAT” Bio-National is the largest medical conglomerate around. they shifted more than 40% of their operating budget into experimenting and studying the new life form. Their military force for BioNat is the largest proportional to their size. and assault. Weyland Yutani. Every attempt to steal their designs proved fruitless. When the Alien appeared. he and his staff developed advanced technologies that were more than just effective. the harder they fall. They stationed their primary headquarters on Earth like many corporations with several other locations on Micor. GrantCorp offered low-grade alternatives to the huge marked-up products of larger corporations that cornered the market in their field. Bio-National. and Hyperdyne are still the largest corporations in the ICC. has no world under their total control until a few of their sanctioned hives appeared but still supplied almost 90% of the ICC’s medical supplies. GrantCorp was only two miles from the Bio-National headquarters. GrantCorp’s real strength lied in its security. This position was not looked on highly by the other large corporations. all of which had a vested interest in the new species. and out right terrorism to make sure they are the leaders in medical technology. GRANTCORP Daniel Grant’s Corporation started his childhood dream in his basement when Weyland Yutani was controlling the spacelanes. all hell broke lose. But the bigger they are. Their controlling force consists of a board of eight members and a President. they were all over it. They are bent on sabotage. which created xeno-zip. GrantCorp was not considered a threat until it patented the smallest plasma generator on the market. cornered the industry with its superdrug. By CL6. At CL5.

that formula became GC exclusive again. the practice was commercialized and Weyland-Yutani became one of the top enterprises in the field. The Colonial Administration deems which planets are rich in enough in raw material to begin the terraforming process. and produce valuable commodities at the same time. In order to maintain control of large amounts of colonies settled on distant planets.Drive became the standard backup drive to most ships in the ICC. The Atmosphere Processors are set up by Company employees and must be maintained over several decades in order to make the planet's air breathable. Mankind has explored space for centuries. GrantCorp enlists the help of the CMC and mercenaries often but not usually for infiltration or sabotage missions unless it serves to eliminate the alien presence. the CMC received more than 50% of their operating budget from donations from GrantCorp. the government commissioned the Weyland-Yutani Colonial Administration. GrantCorp’s fingers stretched into new fields including spacecraft manufacturing. GrantCorp resettled. Neo-Pharm had spread out its interests and remained afloat. Their ideals on the alien organism are mirror opposite. However. stationed on the USS Razzia. GC has hypocrisy. with Grant himself. Because of the long-term contracts involved. Unlike most groups. the Plasma Cannon and Plasma Rifles hit the market. This was used in many fields including research and in defense in the form of the state of the art Acid Neutralizing Combat Wardrobe. When the aliens were eliminated at CL6. Later. GrantCorp’s approach was that of defense. After the war. Bio-National contains a bio-weapons division but Neo-Pharm only uses the alien for Xeno-Zip (See next chapter). Their main headquarters on Earth was evacuated and spread out. GrantCorp survived through most of the war. Weyland-Yutani works closely with the Government in the development of new weapons technology in order to ensure the safety of its terraforming colonies transport ships. These factors are taken very seriously by the Company. Luckily. The facilities act not only as prisons. Even GrantCorp’s sanctioned hives are committed to their extermination. and military trading. GrantCorp was committed to destroy all sources of the alien infestation except for areas where control was assured. The many branches of Weyland-Yutani work together under the close scrutiny of the shareholders to ensure that all projects meet Company standards. Neo-Pharm utilized more than 70% of GC’s budget but the demand for Xeno-Zip made the investment worthwhile. When the Aliens appeared. The company's success in space exploration and settling terraforming colonies made creating a network of outer-rim prison planets an easy task. That is one of its subdivisions NOTABLE SUBDIVISION: NEO-PHARM: Neo-Pharm is the only major medical group threatening Bio-National’s hold on the R&D of medicine and surgery. GrantCorp butted heads with most other corporations as a result but not as bad as BioNational that physically tangled with GrantCorp on more than one occasion. which uses the alien Royal Jelly as a prime ingredient. GC also offered indefinite leasing of their military technology. WEYLAND . after ZCT’s demise. Daniel Grant. believes the creatures to be too hostile to remain in existence. Company employees have the option of bringing family members with them to the terraforming colonies. commerce. GrantCorp often sent CMC missions to alien infested worlds at CL4 to recover alien Royal Jelly. colonization. and medical technology. and the Bio-Weapons Division is constantly developing new forms of protection against such threats. and the lives of Company employees who serve on them. who controls the Corp without an inner circle. This first started with the basic Plasma Rifle and Cannon but when the Alien threat increased. back on Earth. . Because of the Government’s inability to handle the over-burned correctional system. as of the few corporations left. GC responded with Nutra-Gel. To that end. the first substance that would easily and cheaply counteract the alien acid. but also as mines where inmates serve sentences of hard labor. colony management. The Xeno-Zip formula was kept under tight wraps even though the Nutra-Gel technology was stolen by ZCT. and the discovery of every new world presents new dangers.Yutani is a joint stock corporation that works closely with world governments in the areas of space exploration.YUTANI (“The Company”) Weyland .

At first Hyperdyne and WY conducted a prosperous relationship for many years. it is very difficult to know your true friends. treachery. However. and attempted to take full control of the Sector for itself.In this universe of fear. and now holds a critical position in the Sector. Hyperdyne builds many spacecraft designs and controls more worlds than any other corporation. Essentially. including setting up the Arcturus loop to avoid ICC regulations. There has been no open warfare between the two Corporations in many years. are out there.” At about the time the ICC was formed. the Xenomorphic production model. They also have the largest military to enforce its control. Their operating size was sliced more than half after the war because of destroyed or rebelling colonies. They were the first to encounter them on their world of Acheron and attempted to keep their discovery secret but the CMC’s investigation opened the door. however. WY has even been known to start infestations in colonized areas to observe the effects. and the Liston and Jerry type combat synthetics. Weyland-Yutani recovered from Hyperdyne's treachery. They spearheaded the development and is still the controlling force in the manufacturing of Synthetics. Hyperdyne truly believed that the alien species would be a limited threat like the Harvesters on Tarturus and would only be a danger .probably highly illegal -. with fingers in almost every field of modern life. none produce them in the volume of Hyperdyne. The twelve board members command the corporation in secrecy. Hyperdyne still maintains an iron fist control over the colonies under their funding. Weyland Yutani Bioweapons division strived to control the Alien organism. Because their headquarters are stationed off world. By far. Hyperdyne is a twin of Weyland Yutani. your most powerful one is Weyland Yutani. Their attempts to secure the creature exclusively for themselves failed and the aliens spread across the universe. Hyperdyne sabotaged certain critical operations at Weyland-Yutani. Hyperdyne struck hard to acquire research. When the xenomorphs arrived. The are responsible for every new technology in the field including the AdCap synth. Even though Synths are constructed by almost ever corporation. HYPERDYNE SYSTEMS Hyperdyne was once the largest corporations around until Weyland Yutani sprouted. When Weyland Yutani started encroaching on Hyperdyne territory. and intrigue.experiments on this alien species. Weyland Yutani survived the war but suffered badly because of public backlash of their activities before and during. exterminate or simply extirpate the species. Hyperdyne was the first to try to jump on the discovery. There was a major controversy at CL4 when it was discovered WY was using their Red Giant Spaceliner ships for years as cover for secret -. They operate within their own sector and often follow their own rules. They were committed to the study of the alien purely as the ultimate evolution of a natural killing machine but their research did not delve into the desire to control. Hyperdyne closed off their doors and attempted to curtail the progress of their “partner. but there is a certain tension in their dealings with each other.

Hyperdyne kept their forces on their colonies for personal defense. Almost 80% of their operating military is contained around their rogue planet of Alexandria. They commonly shared technology to serve their purposes. CSC had one major problem and that is a major lack of military in key positions. There have been reports of infighting between some groups but these conflicts had all been resolved internally. Mercenaries and Retainers are slim. their combined income managed to secure a large number of worlds in the ICC. Synsound was totally wiped out by the end of the war even though many alternative versions of the same group popped up after.C. Antioch lands first. Even when the aliens were walking across White House lawn. There was a report of Synsound actually using aliens in their music but the music probably never caught on. After the war. Hyperdyne was overrun because of the lack of reinforcements from other sectors. when more than half of the founding Corps vanished. Even when huge colonies fell to the infestation. they realized that they had underestimated the threat and the greed of mankind. Hyperdyne hardly lifted a finger. NOTABLE CORPORATION: ANTIOCH Antioch is the largest of the CSC sub groups. CENTRAL SPACE CONSORTIUM “C. Synsound’s music is heard all across the ICC and its name is household to even rim worlds. and if the entire universe fell apart. Hyperdyne seldom hired any external forces even though they sometimes employed CMC personnel for missions that involved expeditions outside their sector. they bore little resemblance of the empire before. the CSC disbanded. sets up atmosphere processors and leaves with a breathable atmosphere for colonization. Since Hyperdyne had a substantial military force with good relations to the CMC. many of their colonies had been infested and when their home planet was struck (Hilo. little of Hyperdyne survived. no bad could came out of it. the Musical models. They size shrunk so much. Synsound resurrected the music industry. Hyperdyne was the last force to be actively involved in the war. When the Alien infestation arrived. Hyperdyne seldom sends their military outside their own space. Within a few decades. the CSC tried to pool its resources but in the end. not Earth). and promptly destroyed it by flooding the field with wall to wall noise. NOTABLE CORPORATION: SYNSOUND INTERNATIONAL Synsound constructs the only exclusive synth not designed or built by Hyperdyne. This made them vulnerable on their border from rival groups. which was easily absorbed by other groups and even Alexandria. Large conglomerates covered many fields but these small corporates specified their areas. NOTABLE CORPORATION: SKANK INC. Skank is run by the . Hyperdyne considered itself a close knit family of people and colonies. WeylandYutani often tried to destroy the reputation of Antioch because it was one of the few corporations with the funds and technology to build these processors.” A baker's dozen of corporations felt the tight arm of their huge brethren clenching tightly. that of terraforming worlds for the CSC. Most of their projects start off under Antioch before handing over to other corporations to finish the job. making it the most well known but smallest of the CSC corporates. Skank is the prime consumer corporate of the CSC and also produced the main brunt of consumer products to the CSC colonies and a large chunk of the ICC as the members of poorly defended rim colonies. It handles the largest job of any corporation. By CL5. they would care less. A number of them gathered together to combine their interests and protect their backs. Antioch barely survived the war. A couple had exclusive rights to some planets but all the corporation personnel had freereign over the CSC colony worlds. which they all co-funded and maintained. splintered in to a handful of fighting members. Hyperdyne’s military never left the sector during the war. When the inevitable attack occurred.

They created the popular M41A Pulse Rifle as well as the M56 Smart Gun. By the time the war started. doing all those duties most hate to have in society but if business was to continue. THE SMALLER BOYS ZAJER COMMUNICATION TECHNOLOGIES or ZAJER – COMM – TECHNIC. which continued to make their products under ZCT’s name. After the war. They take existing designs and builds upon them. FREDRICK CONGLOMERATE “FREDCO” Another conglomerate like the CSC but substantially smaller. They soon developed many anti-alien technologies and made a fortune selling to beekeepers and smugglers. There were rumors that Weyland Yutani tired to use the war to take control of the Arcturus loop. To this end. works for Hyperdyne now. They tried to jump on the Alien bandwagon by developing technology to control the species. Armat couldn’t keep up with the demand of firearms during the war and continued to make the weapons in the thousands. the aliens totally overran the colonies of Aerodyne. Armat builds and maintains the CMC weapons. When the Homeworld fell. Aerodyne crumbled. and the others. perfecting other companies’ models. They even have such lucrative agreements to actually supply Hyperdyne and Weyland-Yutani corporations’ colonies with supplies and spacecraft.infamous Ivy Derringer. the CSC will always be satisfied with the funds from Armat. The three even worked together to set up the Arcturus loop. GrantCorp funded the CMC’s investigation in ZCT’s activities when their sanctioned hive was destroyed. ZCT is a R&D group that develops high technology for outer colonies. the six board members and the president were reported killed. they were restructured. It seems certain that Aerodyne would soon become a major contender. They experimented on all forms of life in many conditions. Aerodyne quickly moved in to take control. AccInt was absorbed into Armat after the war. They dabbled in most fields not acknowledged by society. Whatever reduced stocks occurred in other corporations. AERODYNE INC. One of the larger corporations that sometimes is considered on the short list for being on equal stature with Weyland Yutani. Fredco's headquarters survived the alien assault. There was some controversy when some weapons were transported with faulty firing mechanisms. Armat’s size increased substantially when it was given one of the most exclusive contracts around. They have working relationships with all the big corporations. who controls the corporation like her own personal cruise line. FredCo has one major subdivision. Unfortunately. a job they were more than experienced with. in hopes in sometime joining them. Up until. Aerodyne was unprepared. Schiller simply disposed of the result. even when their brother corporations fell. AccInt is more than half the size of Armat with half the service contracts with the CMC. ZCT requested bankruptcy protection and was later bought out by GrantCorp. Too bad. The founding member of Aerodyne. Their stock was reduced to pennies because of controversies over their business dealings. must exist. they were considered the most popular of all corporations. NOTABLE CORPORATION: ACCURACY INTERNATIONAL AccInt is the other military contractor in the CSC building and maintaining weapons for the Colonial Marines. They are committed to expanding their space and when Borodina fell through. Jonas Weir. when the war started. Skank fell apart and splintered when Celeste fell and Derringer was reportedly killed. Schiller experimented on alien . decontamination. making them very self-sufficient. Aerodyne is not known for stepping on other’s toes. and hazardous material transporting. Hyperdyne. NOTABLE SUBDIVISION: SCHILLER BIOLOGICAL Schiller Biological was a Genetic Experimentation division of Fredco with absolutely no morals. Fredco was a necessarily evil. However. When these tests went bad. This included nuclear waste containment. Aerodyne runs colonies and builds spacecraft. CL5. NOTABLE CORPORATION: ARMAT INC. GrantCorp stocks bottomed out when the Nutra-Gel technology was stolen by ZCT.

Schiller fell apart. New Eden/ JV has a strange Corporate structure that is like a smaller version of the ICC. Bug Men (See Plug In) overran the corporation in CL5. It was very hard for them to stick.5. FALCON INDUSTRIES Falcon Industries spurned out of nowhere recently when their stocks soared. They don’t trade much with any corporation and only deal with those that can supply Falcon with the necessities of life. NEW EDEN / JV The corporation which was formed around the colony of the same name. Flacon Industries ran its headquarters on the moon and all of its subsidiaries from this system. They even kept a few drones as specimens in the Earth Headquarters. a major military contractor but usually for other corporations. half of which are ex-military. New Eden became isolated after and New Eden accepted little help or intrusions from anyone. but their personal security increased to the extent that virtually no one was allowed to even enter their space after CL5. not the CMC. Even though FredCo still exists. with each Member Corporation receiving votes based on its wealth and rate of growth. To that end. Lobo. NOTABLE CORPORATION: MEDICAL TECHNOLOGIES “MEDTECH” MedTech was the only corporations under New Eden / JV that had a corporate headquarters outside the New Eden Sector. Most of Alphatech’s military outposts were untouched by infestation. When the war broke for real. Then there is the problem on Lobo over Colonel fi Castel (See Known Universe) . Falcon Industries supplied itself with a substantial military force with grants with the CMC for security. Alphatech was. Medtech’s Earth location proved disastrous. Falcon resides exclusively on Asyantax’s moon and commits their entire budget to maintaining that world. Most corporations don’t even have a world of their own even though they have headquarters over the ICC. They then had to deal with the alien infestation. New Eden prospered but took a pounding during the war. making Falcon very small. and still is. This spiral came from the amazing colony world of Astyanax. When the war started and New Eden itself was forms. Flacon’s seclusion protected it during the war. Falcon Industries does not play ball with other corporations. They found themselves trapped and broke. They still considered themselves part of the ICC. Many corporations subscribed their fall to Alphatech’s refusal to help when they could. Medtech already had a few sanctioned hives on perimeter New Eden worlds. New Eden / JV cleared out their infestation and promptly wasted all of MedTech’s investments. Alphatech started releasing their heavier designs to the CMC. Alphatech was a heavy supplier of CMC weapons. Alphatech supplied many weapon systems to corporate forces. Before the war. That isolationism remained until the end of CL6. their forces still got along. Control of New Eden/JV is determined along democratic lines. ALPHATECH HARDWARE INC. This made Astyanax the most fortified world of its size. THE TRADEX CONSORTIUM A large corporation which expanded recently due to the increasing trade on its main planet. to and from Honeycomb. Alphatech still survived the war when many didn’t. After. they rose from the ashes. There are eight corporates under this conglomerate but they continually push and shove among each other. Even when Alphatech wasn’t sharing weaponry. driving them into bankruptcy. They didn’t stand a chance. The CMC unofficially never complained about Alphatech’s cold attitude to its corporate brothers because Alphatech continued to open its door to the CMC. experiments that would later blow up in their face. they were considered one of the leaders in the research of aliens. Alphatech butted heads with many other corporations because of their refusal to disperse their massive arsenal when the aliens attacked. with the New Eden/JV entity itself functioning as a sort of umbrella and the various components retaining their own identities and goals. Alphatech often called upon the CMC to help them with their defense of systems and was the most common corporation to work side by side with CMC forces in hot zones. BY CL5. New Eden/JV committed itself to keeping the alien threat away…even if it meant turning away ships that needed emergency aid. making the Tradex Consortium continually unstable. They perfected a very effective way to transport adult aliens without danger…obviously…it wasn’t without risk. Alphatech answers to a board of one chairman and eight seatholders. but kept the most advanced weaponry for their own. Alphatech would be one of the prime suppliers of heavy weaponry for the Marine services. Soon.

Summit failed to improve its stature appears to have little goals beyond the borders of the Summit system. Pindel’s fate still remains a mystery. Pindel was nowhere to be seen. they didn’t get past the outer perimeter before a regiment of Colonial forces flanked them and sent them on their way. They fought more with themselves than with the infestation. BZA transported people from Tartarus to Devil’s Peak. The CMC took this opportunity to make it a anchor for CMC patrols. died in the disaster (see Known Universe) and the new council left the planet and their assets. They were overrun quickly and the CMC moved in to dispose of the situation. Anyone with half a brain abandoned it before the war even started. free for leisure and for free for training. and after the war. PINDEL INC. It resides and operates solely from the planet of the same name. straining the colony and the corporation. but recently bought out and merged even though they still produce products under their distinctive logos. many years ago. Their most lucrative contract is supplying the primary and most popular weaponry for the M577 CMC Armored Personnel Carrier: The 20mm Gattling Cannon and the 40 mW Free Electron Laser.Z. Summit was very loyal to its employees and has never betrayed even a sole individual for greater glory. Marines here are loyal and among the best since many marines ask for a tour on Summit. It tried to regain its posture but stumbled. Its morals have crossed the line with other corporations that have tried to muscle in on the rich world of Summit. Tradex couldn’t mold its individual elements into unified force.When the war broke out.A. The last time a rival military force entered the system. but recently found their stock slumping because rival groups like Alphatech were stealing most of their new designs off their drawing broads. during. When they are. during and after the war. When Summit was infested. Summit has a very prominent and loyal military force accentuated by one of the largest CMC forces ever loaned to a corporation. Summit has almost three CMC squads in its system at any given time with one division permanently loaned on the planet. Some say they dropped by Byron’s Hope on the way out. gutted with all machinery missing. Jon Walker. the hive barely lasted a week before an armada of CMC forces cleared it out. The building was evacuated. Even though they had a good reputation with the CMC. BIOZONE ALPHA (B. their resources were stretched to the limit. SUMMIT Summit is a family-owned corporation. Pindel hardly could lift a finger before all their external assets were liquidated. However. Their headquarters on Micor seemed untouched during their crisis until the infestation arrived. Republic Electric and Republic Dynamic. . but there was no reasoning why they would do that. when the Harvesters appeared on Tarturus. Most didn’t even feel the change over then Tradex fell through. BZA vanished. Eventually. Their requests for aid fell on deaf ears. When Micor was stabilized. It is a cakewalk. they couldn’t persuade the CMC to drop the Alphatech contracts in protest. After the war. They are both weapon manufactures originally separated. It was thought they packed up when the infestation arrived at Micor and left the ICC on whatever ships they had left. Summit offered few funds because of their limited size but did offer a planet free from corporation hounds. the CMC moved in to secure Devil’s Peak and Tarturus. Summit was a tightly woven group that accepted few newcomers. Tradex fell with a thud. REPUBLIC SYSTEMS ELECTRIC / DYNAMIC Republic Systems goes by two subdivisions. if anything can be called family in this day and age. The one joker in Summit’s deck is the CMC. By CL6. Summit survived and became one of the major CMC supports before. evacuating the world. Byron’s Hope‘s cancelled terraforming program spelled doom for Pindel. Its stock was bought up by other corporations and splintered into a thousand pieces. head of Pindel. They produced the weapons in numbers before. They construct mostly heavy weapons for spacecraft and armor. The corporation was founded and is run by the original founders of the colony. Republic Systems still survived to construct the primary weapons for most ships and vehicles in the ICC.) BZA was once a prosperous corporation with the potential to grow the size of the big five. only the best are allowed to go. BZA was broke. they are treated like family.

However. they found themselves under pressure from growing corporations like Hyperdyne and Weyland-Yutani. Boyars was the spearhead corporation in phased plasma design but their prototypes to improve their models continually failed startup tests. The only new model they have produced in the last few years is the Inter-System shuttle. They still exist. soon their only surviving contract was of the Boyars 150 Phased Plasma Cannon for the M577 APC. They also constructed older designs like the Shotgun. They construct a large number of weapons for the Conestoga and Bougainville class frigates for the CMC as well as producing the primary weapons for the GrantCorp’s massive Razzia vessels. Soon. few of their other supplemented designs have ever caught on. The jewel here is the VP 70. Their largest designs was the Automatic Sentry Gun system with is almost infinite variations. produced in the hundreds of thousands. VENTREL SYSTEMS INTERNATIONAL Ventrel was the other major small-arms manufacturer and often is considered the sole thorn in the back of Alphatech Hardware. They constructed the first interstellar drive and was considered the king in space travel.” . Whatever the case. Ventrel hit it big when they snagged the contract to supply the CMC exclusively with small arms. Boyars doesn’t exists as of CL4 but it was of no fault of the aliens. encroaching on their field of expertise. Unfortunately. Boyars was bought out by Republic Systems before the war and still contract their weapons under the Boyar’s name. Ventrel refused to fall even under the heaviest of pressure from Alphatech and even picked up a few more military contracts over the CMC. Their inexpensive weapon designs resulted in many of their weapons appearing on the outer rim colonies. Ventrel’s headquarters were located on Micor but the building itself was surprisingly untouched during the infestation. LOCKMART STARCUB INC. Some rumors pointed to sabotage from rival groups like Republic Systems and Alphatech but no proof could be offered. People have nicknamed Lockmart the “Cessna of the Space-Age. relaying on its older ones. Ventrel cornered the market by concentrating on smaller easier designs when Alphatech worked on heavier weapons. However. producing the single design in numbers. Lockmart still has small buildings on almost ever worlds. Lockmart built the original spacecraft to venture outside the solar system and also built the first craft to reach the nearest solar system. they never ventured into colony management. Boyars held only a few military contracts. the AD-17 never showed to be defective and DigArch grew. DIGITAL ARCH TECHNOLOGIES (DIGARCH) DigArch won the lucrative CMC contract for a high superior transatmospheric fighter in the AD-17 and found them on the corporate map quickly. Lockmart currently stands as the oldest corporation still in business. Still used today. They proved their designs valid and made a fortune very quickly. Lockmart builds few designs now.BOYARS INTERSTELLER INC.

The stay in the hospital would then drop accordingly. Engineer—Synthetic is the appropriate skill. Insurance will cover all forms of synthetic replacements of organs and appendages lost from any non-self inflicting action. --Synthetic parts will last five years before needing replacement. Even pain sensors are connected. Insurance will not cover increases in strength or additional abilities. The hospital stay is usually a week. the part will fail within a year. sexual. right down to mimicking a pulse and even fingerprints. Stomach. etc) Major Limbs (Legs/Arms. when the boom in microelectronics allowed for a 100% efficient simulation of the original appendage. DV 15 for a PC to do it) If this service is not done. toes. ears. replaced by limbs which resemble the originals in almost perfect detail. The new limbs operate exactly like their original and only the small scar around the connection gives it away. Lungs.COSTS OF LIVING RECOVERY: <Optional> Recovery can be used as normal or can be increased by adding double the tech level of medical equipment. Unlike current views. both surgery skills and synthetic skills are required. they will have to purchase it. --A character who has a large portion of his body replaced can use the synthetic rules and statistics. most found themselves left with an out-of-style machinery usually permanently mounted on their body. the possibility for improvement in the cybernetic realm increased. Metallic and enhanced cybernetics are all but forgotten. which saw the replacement of traditional electronics with bio mimicking silicon wetwear. nose. Take the normal damage capacity of a person’s limb (1/4 of the Body’s hits) and increase it by 50%. the recovery in medical care is 20 (12 + 4 x 2). up to 80% of the human body could be realistically replaced by synthetic parts and still maintain a mental sanity as well as a general human appearance. By the beginning of the Synthetic era. --If a PC is forced to do surgery on a Synthetic limb. etc) Minor limbs (fingers. not hands or feet) Manipulators (complete Hand / Foot) COST 5000 800 3000 2500 RULES --Synthetics limbs can take a bit more damage. If its TL4 and the character has a recovery of 12. Limbs are quicker but the limb also needs to be trained. PART Internal Organs (Heart. Although this fad did exist in the early 21st century. If the characters are not covered by insurance and lose a limb in the in the line of duty (Smugglers for example). . --Synthetic parts still need to be serviced ever year of service (400 if uninsured. their progression did not evolve into fashion or into some form of additional use beyond the limb they replaced. Two separate characters can be used for the procedure of course. although toned down slightly (Any stun damage done do that area is halved). --If the surgery involves entering the human body. MEDICAL BREATHROUGHS: CYBERNETICS (TL1): Cybernetics came along way in the decades since their introduction in the late 20trh century. By the time full body replicants were being constructed.

0 for costs and abilities. Use that or the new FUZION Cyberpunk 3. the offer of immortality still resides out of reach. full body cloning becomes available. it was mutated for an immoral practice. making them better than before. etc) are explain in detail in Cyberpunk 2020. the body would be cloned. Some still prefer synthetic counterparts but for most. DONOR CLONES (TL3 / TL5) Donor clones succeeded general synthetic replacements very quickly. At TL3 and TL4. the process became easy. At TL3. The organs themselves are genetically identical to the ones to be replaced since the husk was cloned from the recipient’s own tissue. Insurance covers all costs of course. Cloned body parts cost the same as basic synthetic parts. except the speed of recovery has rapidly increased and the rejection factor is zero. Donor cloning soon opened the doors to one of the scariest developments never once imagined by the designers that created the process. CHARACTERISTIC STR REF DEX CON BODY MOVE LIMBS REPLACED Arms Arms / Eyes Legs internal organs Body replacement Legs MAX POINT INCREASE +4 +2 / +2 +4 +4 See Synthetic rules +6 COST/POINT 1000 500 /500 1000 500 -500 --Metal limbs and substantial improvements (hidden weapons. Donor cones were considered an easy. Full body-donor clones are effectively brain dead. The advancement was simple. Tubes ran out from the body to maintain fluid control. plus the creation cost for the body itself. no changes whatsoever. eyes) and limbs are created in laboratory containers in fluid solution. Donor Cloned organs cannot be improved but are perfect replicas of a healthy organ the subject should have. like most technologies. Cloning tissue only takes about a day for limbs and 72 hours for internal organs (because the entire torso is usually cloned. The failure rate was unusually high. without limbs. Back then. embryos must be surgically removed from the facehugger then implanted in the husk cavity. Extra tissue is usually sent off to schools or disposed as biological waste. not that far off the surgical procedures from hundreds of years ago. But. it was a lot harder to perform. Cloned tissue (generic tissue. At TL5. This. meant that body cloning was amazingly expensive. The procedure of replacing damaged or destroyed organs with donor cloned organs is relatively simple. There is no rejection and the subject can resume normal duties in less than a week. offering a transition from one limb to another without even the pains of rejection. For any internal organs. it was an unofficial secondary purpose to cloned husks. The CMC has been known to do it under the table though. without any activity. skin. the medical lab would simply clone a replacement. and somehow.--Limbs can be improved but insurance will not cover it. They have the same statistics as the original limb. but at TL5. The only real initial reason of this development was the obvious attraction for the ultra rich but since mankind has yet to develop a medical technology advanced enough to transfer a brain successfully over. it was not done as often. Life support needed to be maintained. However. nothing beats pure human skin. more humane alternative to creating xenomorphs for sanctioned laboratories. Some still . At TL5. Even at TL3. genetic faults are filtered. Back then. When someone needed any type of organ replaced.

someone read the bible. removing wrinkles and taking up to thirty years off someone’s face. without a single big that would even cause of heart murmur…. The serum. but when injected into the impregnated human vessel seemed to retard the development of the embryo inside.can afford funding them. Paul Church’s research did the its potential against the aliens reveal itself. Leprosy didn’t seem to hurt the aliens themselves. it wasn’t until Dr. Some corporations unofficially still prefer “cheaper” solutions. like many viruses of the previous millenium. F. XENO – ZIP: See below… XENOBIOLOGY & THE DISCOVERIES FROM THE NEW SPECIES: LINGUAFOEDA ACHERONSIS For the layman. just prevent them from growing into a stage that would be ready for birth. Years passed. TIME SERUM (TL5) The Time Serum does not officially exist and all specimens are under lock and key. When taken young. some call them the Xenomorphs. a cure finally wiped out the problem and it. Recently. The Serum can only be take once. they have been given a name… Linguafoeda Acheronsis The famed Weyland – Yutani biochemist Gropius Lysenko. balancing the investment to the alien they were to retrieve. FITR can be injected or swallowed in pill form. until. That was. they are called the aliens.I. labeled the scientific name of the alien species. FITR soon found a use after it was discovered aliens can be affected by the willpower of a subject. It didn’t seem to kill the creature. FITR is a telepathine that induces a sense of invulnerability and increased mental strength in whoever takes it. a double dose would kill someone. Each dose lasts for one hour and effectively doubles the subject’s Willpower for that time. Donor bodies can run over $50 000. LEPROSY AND THE ALIEN (TL4) Leprosy plagued mankind for centuries. It effectively doubles the lifespace of the average human being by regenerating dying cells. By the appearance of the psychically aware aliens. Once infected. The name stuck and in most laboratories. It then drops by one ever 10 minutes until dropping until half of the original willpower. It had been in use for a long period of time in a variety of doses to treat certain psychological conditions. It then slowly rises back to normal. but to the scientific community. sanctioned alien hive labs bombarded their subjects with almost every type of curable terran virus hoping to stumble on a bug that would destroy the species but leave the human race with a virus that could easily be handled. No corporation or government acknowledges the existence of this serum. but the increased dosage increases the potential of the drug. Although FITR had been present for many years.R. the alien species is referred to as such. Centuries ago. is rumored to reverse the age process.T. it stops the aging process altogether. vanished. Some rumors point that this serum is based on the alien’s morphology but this is just a rumor. the impregnated host can work . when taken. This process can occur anytime until 30 minutes before the alien give birth.

the bonuses offered no longer apply with the exception of the Bad Temper and Berserker. A triple dose triples the bonuses and inflicts DC10 of Humanity damage. After a month. A check is made after the time given below. -1 DEX. Each failure or success moves the person up or down the table until he/she dies or is rendered free. If reduced to zero. they are assumed to be starting over. the process continues. If they do. they are totally immune to Alien aggression. this increases by 1DC every dose. As long as the leprosy can be stayed off. However. The character must beat a DV of 10 using their WILL. It still makes you feel good though. take DC5. 1 PRE. -2 CON) but the Bad Temper and Beserker remains. Infected humans with the retarded embryo are assumed to still be impregnated.perfectly without hindrance (except for the attacking leprosy). Only the Queen can openly attack one of these subjects. the character has OD and has gone mad or can be mutated into a Bug Man <OPTIONAL. addiction sets in. the user must have daily doses or suffer withdrawal. If quadrupled or quintupled. Taking the drug within a month of passing Test 11 reduces the subject back to Test 1. This time the anger is vented towards either other people or to getting the Jelly. abilities are doubled but the user also takes DC5 of Humanity damage. Once addicted. After six months being infected by leprosy. ROYAL JELLY (TL3) The scientific community is totally aware of the Royal Jelly’s importance to the alien species but it was shocked to discover what happened when mankind ingested the substance. The idea seemed useful. All derived statistics are modified as well… Royal Jelly is extremely addictive. the damage becomes too great and it really must be cured. the disease is cured and the subject walks away. After the chestburster can be removed. A dose of Jelly does the following: +2 to WILLpower -1 to PREsence +2 to REFlex +2 to DEXterity +2 CONstitution +20 ENDurance A 5 OP Bad Temper A 5 OP Beserker It makes you FEEELLLL good. See Plug-In>. the next test adds a +1 bonus to the person’s roll as long as they don’t take the drug. If the user fails a DV. If not. this accomplishment came very late and people could not be helped in time as thousands of aliens spread across the ICC. Not even Synthetics can guarantee that. The subject then can wait until a surgical room is ready. One sanctioned hive even carried a crew of leprosy infected impregnated subjects which can freely walk through the hive without the slightest bit of aggression. After twenty doses. thus. Anyone who takes it. If the doses stop. they are okay but if exposed to it again. they are back to test 1. Start at 1. In the violence and horror of mankind most found escape in the form of the alien jelly. Jelly offers a pure form of elation and a high greater than any drug ever recorded in the history of man. If the Humanity is reduced to zero. -3 REF. addiction is certain. within one day the bonuses usually added are subtracted (Basic penalties: -1 WILL. If taken before the resistance can be recovered. The graph below must then be followed. an enhanced version of the disease is available in syringe form that attacks almost instantly but stops before it can do any permanent damage. If a double dose is induced. must take DC4 to his/her resistance. By TL5. . the alien inside would never grow. Aliens will not attack them and will try to protect them.

-1 PRE same as 4. The Royal Jelly is one of the prime ingredients. in its purest form. The person’s last though becomes amplified and is effected by a 20 OP Beserker Complication After the time has passed. This frenzy lasts 4D6 rounds plus 1D6 for every additional pill taken. 20 Bad Temper none same as 10 plus 20 Beserker None NEXT_CHECK FAILURE SUCCESS 24 hours 24 hours 24 hours 72 hours 24 hours 1 week 24 hours 1 week 24 hours 1 month 24 hours none 24 hours None Test 2 Test 4 Test 4 Test 1 Test 6 Test 1 Test 8 Test 1 Test 10 Test 1 Test 12 Test 1 Test 13 Death Test 3 Test 1 Test 1 Test 5 Test 2 Test 7 Test 4 Test 9 Test 6 Test 11 Test 8 Complete Test 10 Test 12 Every two months using the Jelly consistently adds a 5 OP personal habit since the visual effects of the substance is obvious. It was first designed for people in manual labor since it makes you work like horse.GETTING OFF THE JELLY TEST PENALTIES 1 2 2 3 4 5 6 7 8 9 10 11 12 13 basic basic. +6 to WILL +3 to REF +3 to DEX +3 to CON +3 STR +3 MOVE +3 BODY All these abilities increase by 1 for every additional pill taken up to a maximum of +5. Synthetic alternatives were a quick alternative. Another failure results in a catastrophic biological frenzy where that last person’s actions and thoughts are amplified to breaking point. some automatically succeed. 10 OP Temper basic. 10 OP Beserker -2 WILL. and the strongest type you’ll ever find. -2 CON. 10 OP Temper basic same as 2. but those who fail loose the bonuses and immediately and take DC5 in stun damage +1DC per extra pill. -1 CON same as 6. he/she reverts to normal with a penalty to their CON . Xeno-Zip. Taken only in pill form. this OP increases by 5 and causes DC4 of humanity. Every month. until the subject is a glibbering mess. 15 OP Bad temper -2 WILL. Grant Corp made a fortune until they ran out of Jelly. However. if the subject still lives. For that time. 15 Beserker -1 CON same as 8. Of course. They must immediately make another roll. the following is in effect. XENO . was an attempt to cash in on the possibilities of harnessing the abilities of Royal Jelly without the harmful side effects. produced by Grant Corp.ZIP Xeno-Zip. It will make the subject feel wonderful—make you do fourteen hours of work in three hours. It is totally non-addictive but is still frowned upon by many groups. is basically an amphetamine. After plus five. any additional pills just lengthen the effect. Anyone taking the Flawed Xeno-Zip must beat a simple DV of 5 adding their WILL to the roll and subtracting 1 for every additional pill taken (4 pills = DV8 = DV5 with 3 additional pills). Xeno-Zip lasts for 3 hours and causes the following: +1 to WILLpower +1 to REFlex +1 to DEXterity +1 to CONstitution +10 to ENDurance Of course. the synthetic version was flawed. it is not as effective as Royal Jelly but it is legal and nonaddictive.

These ships number more than Smugglers in some sectors. CHURCH OF SALVAJE’S (CL4) “Women are blessed. although found initially on an un-colonized planet. It must be wonderful. This leads to the conclusion that this mold. however. It was never found anywhere else and since the original supply vanished. Some thought otherwise that no universe created by god could result in this species. in a mad dash to sustain the hive. By CL5. and then finally the queen. this process can be shortened to only a matter of days since the Drone’s care of the queen will spread the mold to every part of the hive in a few hours. It devours the resin of their hives and retards embryo development. passing the word of God. the eggs.” . Most have embraced religion because of the horrific society most live in. Religious cults now spring weekly. Those that do succeed usually only implant dead chestbursters that die in the womb or upon birth. where people. has been hard to re-create in a lab. The whole process for an average hive can take as long as a month from initial attack but the end result is still the same. starved for some answers. BLACK MOLD The Black Mold is a substance reported on the terra-formed world of RLW 1289. For a select few. the alien drones. Missionary vessels cruise through the ICC. They know how it feels to be joined with another life…to share them selflessly. The drones cannot create jelly. The queen’s egg sack rots and dies…she soon follows from the infection. their Sanctioned Hives were supplying the stuff at a good rate. The Black Mold is totally harmless to humans but has an extreme adverse effect on the Alien species and seemingly only the alien species. will embrace something that looks like a promise of something better. the subject enters a coma and takes DC Killing Damage = to all the extra pills taken. When the Aliens became public at CL4. If the queen’s chamber is infected from the start. The Mold is totally uninterested in any other substance and is not even poisonous to other life forms. Soon. the flawed Xeno-Zip was pulled and Grant Corp. recovered by gaining a new supply of Royal Jelly. the aliens became their own religion. The CMC promotes religion in its armies for stability. most ran to religion to answers since many decreed that these creatures were nothing less that the purest form of the devil. exhaust themselves into extinction. There were underground reports that GrantCorp kept a large cache of the “flawed” Xeno-Zip under request of some military organizations including the CMC for times for which they needed such insanity. If the CON is below zero.= to how many extra pills are taken. The crumbling black dried-peanut butter-type substance carries on the backs of aliens into the hive where it attacks the resin walls. After this was discovered. It has been deduced man did not manufacture it. must be bio-engineered because of its single-minded mentality. The mold weakens the facehugger. It does not eat anything else. even though it offers no nutritional value. <See JOCKEY RACE PLUG-IN> RELIGION Most religions still exist even though the ICC frowns on them altogether. even though taking a bath in the stock market. preventing them from impregnating people with any effectiveness.

then 2 second commercials defined much of the fast-cult visual styles of the 90s. Salvaje had won. religious programming became a television staple. his followers everywhere spread and sabotaged. With systems offering 500. Some. it became economically infeasible for advertisers to support mainstream dramatic programming. Potential colony worlds with reduced atmospheres can be colonized over a period of decades by reducing the unbreathable components of their atmospheres and increasing the levels of breathable gasses such as oxygen and nitrogen. They are solely responsible for starting the war that released the aliens all over Earth. outnumbering non-doctrinal programs nearly 100 to 1.” The “eye-box” was designed to detect minute changes in the capillaries of the retina and initiates random channel changes based on involuntarily blood pressure fluctuations. 5. With so many programs to choose from. He started his cult with a few members but as society worsened. Some even used the leprosy retardation to delay the birth until strategically necessary. giving up their lives to the future ruler of the universe. His mentality was that the aliens were the next evolution of mankind.Salvaje started his sect underground at first. it is possible to establish ecological architectures -which are usually . attacking the hive run by Bio-National on Earth. promising the moment of true salvation. Here to serve the truth Messiah… Glorified I having been chosen for the ultimate communion.” Salveje’s cult became obsessed with allowing the aliens to propagate. Nothing is more desirable to them then to be a vessel. purposely hid in populated areas. impregnated. Man would be reborn in a new life. and eventually 5000 channels. audience shares were calculated in the tens.” Only vessels. With the breaking of the FCC. Soon. sometimes both are used at the same time. I’m nothing. They will kill to protect them. Salveje’s cultists are only loyal to the cult and to the alien. It was unavoidable then. In a resurgence similar to that seen during the mid-1980s. First. DH Press 2057: Commercial television as it was known in the 1980s and 90s disappeared with the application of super-conductive transmission technology to the then non-existent cable television systems. Even Salvaje himself was impregnated. For years Salvaje let his numbers increase. viewer perceptions changed. SERVICES MEDIA Excerpts from the book The evolution of Television by Emmett Webster. The aliens were loose. offering his escape on local cable access. Many were killed by security but many made it through. then 1000. Before their final attack at the beginning of TL5. “You’re nothing. more and more came knocking on the Church’s door. he made his play. Men are servants of a new lord. When his followers numbered in the hundreds. cable access was open to all persuasion. trying to force the infestation in other areas. The style of mid-century programming was changed with the introduction of the retinal switch or “eye-box. Two techniques are being used to do this. instead of hundreds of thousands of viewers. ATMOSPHERE PROCESSORS With the lack of habitable worlds within a short distance of the Earth has encouraged the development of marginal worlds and colonies. To hold audiences. programmers were forced to devise new styles of programming that would not trip the eye-box switcher.5.

it has been widely used on different gathering operations for long lost ores and new resources to the military for their interstellar travel to protect and guard a colony on a distant planet. nitrogen. but an unwary group entering Arcturian tunnels could be in trouble. This kind of sleep involves reducing the body temperature to a freezing level. The second technique is to supplement this long-term strategy with a number of atmosphere processing stations.specific mosses. Some of these (such as carbon) can be drawn off as a waste by-product (such as graphite dust). where they can cool to form as hydrogen. CRYO-TUBES A need to travel the long distances across the vastness of space. and small flowering plants -to convert certain gasses in the atmosphere (mainly the carbon dioxide) into usable oxygen. but they are also eyeless and they communicate and find their way using sonar. and the molecules within the gases are dissociated into their component atoms. and it draws into the planetary atmosphere through a series of louvers in the bases and sides. The magnetic coils then heat the gas to near plasma temperatures in around 5. This is then passed through a high temperature electrical arc that heats the gases and ionizes it. The process was not intended for anybody to sleep for more than several months to a year. including sharpened pieces of stone for weapons. learn from experience. OTHER HOSTILE LIFEFORMS ARCTURIANS These are the natives of Arcturus. unfortunately takes longer to adapt back to normal health. Since it's success. As a result. while the remaining hydrogen. A 1. Arcturians pose little threat to armed Colonial Marines. and oxygen atoms are expelled back into the atmosphere. The freezing process inflicts more damage onto an embryo than even a human does. nitrogen. Corporations still plans on exploring the outer reaches of space and to developing more advanced ways for the sleep process. the computer monitoring the sleeper will emit a low energy stasis field so that no time for the sleeper will pass. The limited intelligence of the Arcturians allows them to work together on important tasks. Impregnated subjects can be placed in cryo and held safely until needed. after the host is removed from cryo. They are all identical in operation even though many variants of the style exist. They are semi-intelligent. The hot streams of monatomic gas are then sorted by a series of magnetic fields into constituent elements. and they are mammal-like creatures that are about the same size as humans. An atmosphere processor is a cone-shaped tower. and teach each other. and oxygen.0 Terrawatt fusion reactor powers it. which compresses the accelerates the gas. Their society is like that of ants. and are roughly humanoid. They have been known to lay traps for Humans. about 1500 meters high. the development of the cryotubes process has evolved over the years. Each of the processors can draw into the atmosphere through a battery of turbines. They have a rudimentary language and use simple tools. with mental abilities similar to those of the lower apes. and raise their young in communal nursing chambers. they live in underground hives. First used to preserve the dead for study. They are warmblooded omnivores. This atmosphere is then drawn up through a series of hot mass processors arranged in a ring around the fusion core. a majority of the company and the military missions involve a long distance of travel.000 degrees Kelvin. Every 12 hours in cryo-sleep grants the host another hour when released before the embryo starts to grow again. and have even collapsed shafts to . grasses. It slows the heartbeat so that the person in the tube is in a deep comatose state. Their young are amphibious and are raised in warm pools in nursing chambers near the bottom of the hive. An embryo. All corporations manufacture the cryo tubes. This combination of animal and insect traits makes the Arcturians a strange race. scientists have used this technology for use in long distance travel. While the person is in this state. breathe an oxygen atmosphere. have a large single queen which lays eggs.

The Drone has only one purpose. These drones can be regrown in about three weeks. The creature is nothing more than a portable set of mandibles and once it locks its jaws onto its victim it will not release its grip. The Drone can climb and jump. the Harvester lives beneath the ground and has massive front claws and a powerful snout for digging. When released from the Carrier to attack a foe. They are highly territorial and attack any Harvester from a foreign pack or any other threat within their area of operation. it has up to 12 drones growing on itself. HARVESTERS Harvesters are large creatures which live below the ground. A Harvester is heavier than any land animal on Earth. The jaws actually ratchet down and cannot be opened short of breaking the thick skull and mandibles. which are also well insulated. and they are destroying the Colony on Tarturus. as the queen is immobile and the Arcturians will defend nursing chambers to the death. When Harvesters fight each other. Shaped something like an armadillo. the Colonial Marines have been called. Harvesters operate in groups and their communication and intelligence can be compared to that of a wolf pack. It lives attached to what is called a Carrier and has few internal organs of its own. boar-size creature whose purpose is defense against small animals and creatures that threaten the lair and underground chambers. Blackbody Coral is a Hive-type microorganism that is similar to coral on Earth. as well as move up to 42 feet / per second. This leaves it vulnerable to the shredding jaws of the victor. It uses sonar as its main sense and has acute hearing and small but limited vision. it is a push and shove match until one is turned over. SPRINT—21. The Primary focus at the remaining facilities is to destroy the Harvesters in their underground chambers. Blackbody coral is widely used in construction on Colony worlds with harsh environments. although many attempts have been made. for the drone can only live a few hours once released. . SWIM / LEAP—7 ) HITS: 40 KD: 5 ED: 5 STUN: 40 SD: 20 REC: 10 WEAPONS: Range: WA: DC: SPECIAL Claws 1 +1 6-Stun / 3-Hits None BLACKBODY CORAL Discovered on Saint John.isolate intruders. For this work. because of its excellent insulation and energy absorption properties. and it is very similar to a normal Harvester. Their attack is almost impossible to stop because they bore through the Earth and attack from directly beneath the facilities. to maximize their advantages. The Drone is a smaller. The Arcturians have also learned to wait until a group’s lights have failed before attacking. STATISTICS (These are base numbers with their appropriate skill) INT: 2 WILL: 5 REF: 5 TECH: 1 DEX: 4 CON: 4 STR: 6 BODY: 8 MOVE: 7 (RUN—14. A Harvester’s attack consists of the creature charging and overrunning or ramming its target. It main purpose is for burrowing and harvesting. and its cells are essentially light traps. The carrier is another form of the creature. Arcturians are kept away from Human settlements by sonic barriers. virtually all of the solar energy that hits the coral is absorbed into the cells. Instead. The energy is used to feed the growth of the Blackbody Hive. It grows on surfaces that are exposed to light. No underground protection has been that will stop the Harvesters. and that is to bite. exposing its softer underbelly. The Harvester is very maneuverable for a creature of its size and can and can move up to 34 feet / second. it does so with the ferocity of a creature whose only purpose is attack. It is different in that it is not equipped to harvest and store large quantities or organic material. To drive them out of their warrens is more difficult. it is over nine feet high and nearly twenty feet long. Once it reaches its target. Decoying the Harvesters to the surface outside the colony where they can be attacked by aircraft has been used with success. it attacks with its jaws. but the Harvesters are cunning and these tricks are no longer effective. Harvesting consists of burrowing to the surface and shredding organic plant and animal life that it processes and stores in its gut.

and Morpher DNA is still being heavily researched for future uses. ad is like the way a tadpole becomes a frog. and emerge from that state days or weeks later in a form which is more appropriate to the current environment. SPRINT—21.3 K) ED: 20 (0. MORPHERS The creatures were discovered on Saint John. sunlight.5 K) STUN: 100 SD: 50 REC: 25 WEAPONS: Range: WA: DC: SPECIAL Bunt 3m 0 10-Stun / 5-Killing Claws 4m +1 6 Can also grapple Stomp 1m -3 13 (1k) Ram 1m -3 3k STATISTICS – CARRIER (These are base numbers with their appropriate skill) INT: 2 WILL: 3 REF: 6 TECH: 0 DEX: 6 CON: 10 STR: 13 MOVE: 10 (RUN—20. including a water-breather like a fish. Concealed in its DNA. Morphers do not simply change shape at will. and a land-dwelling air-breather.STATISTICS – HARVESTER (These are base numbers with their appropriate skill) INT: 2 WILL: 3 REF: 7 TECH: 0 DEX: 7 CON: 10 STR: 15 MOVE: 11 (RUN—22. an amphibian form. PANAMAR PLANKTON A recent discovery on Panamar is a type of thermogenic plankton.5 K) ED: 26 (0. it has developed the ability to repair radiation damage and other . and will probably have many other functions as well BRACHOUS SLUGS This is a simple and decidedly unglamorous organism that lives on Astyanax. SPRINT—30. and carbon dioxide. however. SPRINT—33. When it is cultivated in an environment of water. SWIM / LEAP—11 ) HITS: 150 (3 K) KD: 30 (0. except that a Morpher changes among several different forms on a cyclic basis. Because the Brachous Slug evolved in a high radiation environment. could be one of the greatest prizes discovered by Humanity. They are able to adopt any of several forms.3 K) STUN: 75 SD: 30 REC: 23 WEAPONS: Range: WA: DC: SPECIAL Bunt 3m 0 10-Stun / 5-Killing Stomp 1m -3 13 (1k) Ram 1m -3 3k STATISTICS – DRONE INT: 1 WILL: 1 REF: 5 TECH: 0 DEX: 6 CON: 8 STR: 6 BODY: 5 MOVE: 7 (RUN—14. it reproduces at an incredible high rate. This change occurs through the action of a special part of the Morpher’s DNA code. and is the primary reason the systems are inexpensive and reliable. The study of Morphers has been vital to the science of genetic engineering. It is already in experimental use in life support systems. Oxygen is the main byproduct of Hyper-Algae. they enter a state of dormancy in response to seasonal and climatic change. SWIM / LEAP—7 ) HITS: 35 KD: 5 ED: 5 STUN: 35 SD: 20 REC: 13 WEAPONS: Range: WA: DC: SPECIAL Bite 1m +1 6 Grapple HYPER-ALGEA This very small type of plant life was found in the limited shallow seas of Alexandria. so its is used in the large Life Support systems of many Colonies. They weigh five to ten pounds and have a unique shapechanging ability. SWIM / LEAP—10 ) HITS: 100 (2 K) KD: 20 (0. this simple life form used thermal energy instead of sunlight to create hydrocarbons.

Definitely have printed pictures of weapons and equipment around as well as pictures of the aliens so players can visualize what is going on. ATMOSPHERE The lights should be dimmed a tad but not too dark. illumination supplied by pocket flashlights. --Someone with some OP in Xenobiology. Falcon industries is currently leading an intensive research project into the Brachous Slug. and often ripped off. --At least one Heavy Weapons soldier. If not. . Obviously this game can be played smaller or even larger but I really frown on anything smaller than three players. --There should be no psychopathic characters or players with very unstable personalities. consider turning the lights off altogether. action music when battling hordes of xenomoprhs. Action tracks are plenty and the scary music is good to. There should be a balance of character classes. --Medical skills are recommended. You can buy at most stores that offer a good selection of soundtracks. the GM should supply a combat medic. The rumored Time Serum is said to be based on this creature’s DNA PLAYING ALIEN: FUZION RECOMMENDED GAME SIZE I planned this game for an average size of four players with one GM. MUSIC The GM should definitely consider using music to accentuate the gaming experience. --Someone should have dropship piloting skills.harm to its own DNA. --There should be no one higher than a lieutenants rank but the GM can allow for a Captain if necessary. --Someone might even have a connection to the Acheron mission. Soundtracks recommended follow: ALIENS This is an obvious must buy with James Horner’s famous. Any more could reduce individual role playing. --Someone should be an armor driver. No one should dress up…this is not THAT type of game. If the adventure is a horror adventure (one alien. The ability to repair itself has given this simple creature effective immortality . It should be a PC since this Character enters the combat arena. Of course. There would be officers higher up. Scary music when searching a derelict spaceship. soundtrack. dark corridors). Either be related to someone on the Sulaco or Hadley’s Hope. Use it often. A GUIDE TO CHARACTER RECOMMENDATIONS: --There should be at least one synthetic as a PC or NPC --There must be one lieutenant to command the squad. it should be late when gaming begins. in the hope of greatly extending Human life.

KIDNAPPED: (CL4. TL1) These outline the Earth War in intricate detail. Most of Capricorn One is stapled in the 70s but some are useful. ALIEN 3: Elliot Goldenthall’s artistically strange soundtrack varies so often. the GM would be lacking in his duties if he didn't sample from them. Tracks 1. Please be aware that most are often from different time periods.ALIEN – Unfortunately. TL5) A good story with very little use to a setting since it deals primarily with music. Anyone not utilizing the entire soundtrack is wasting their investment. The average CD is only 25 minutes and they cost SOO much. weapons. A really good resource with designs for many ships. All the weapons and devices are present. It is the least popular but still usable. if you haven’t noticed. TOTAL RECALL: --Okay. OUTBREAK / NIGHTMARE ASYLUM / FEMALE WAR: (CL5. TL5) A great series because it is a long one with many different ideas. 2 and 3 are very accessible as ambient tracks and track 10 is good for an action score. almost unusable story. The ending track is remarkable. Listen and study the music wisely. ALIEN: RESURRECTION: I honestly don't hate John Frizzel’s music which has been bashed in the reviews. that of Paul Verhoevan's epic. If the players have not read these. Terry Jones doesn't often get credit for his music. DARK CITY: --With the exception of a handful of songs. Here is a list of the usable stories. No ambient music from any of the other films beats Jerry Goldsmith's oscar nominating soundtrack. I can really give very many ideas but here is the some material you might enjoy: DARK HORSE COMICS Dark Horse has produced over fifty alien comics from the intelligent to the outright goofy. EXECUTIVE DECISION Yet another military themed soundtrack by Jerry Goldsmith. COLONIAL MARINES: (CL4. ROGUE: (CL4. the first movie's soundtrack is no longer available. THE ABYSS: --Another Silvestri soundtrack. Brad Fiedel’s music sometimes offers scores of some worth. It just proves that Jerry is the best composer of all the Alien films since his music has been sampled in Aliens and Alien: Resurrection as well. TL4) A more familiar "evil scientist" story with action and corporations clashing. TL5) A perfect adventure template for Beserker teams. being pulled just a few months ago. so I would be negligent in my duties to not mention one of his most famous scores. TRUE LIES Even though half the soundtrack are unusable songs. Each issue can be used on its own as an adventure (god knows I have). 75 minutes worth of music is a good value. MUSIC OF THE SPEARS: (CL5. CL4) A good example of a story where the aliens take a back seat to the evils of man. Alan Silvestri offers a handful of really intense scores. and alien variants. it is not often usable but some are. AIR FORCE ONE: Another Goldsmith soundtrack that offers a great military theme with some great action scores.. A good source material LABYRINTH: (TL4. I like Jerry Goldsmith. VOLCANO: The problem with Varase Saraband's titles is that their soundtracks are always so short. TL4) A very strange. this is one of my favorite soundtracks. Dark and moody. As for Outland. Total Recall. ADVENTURE IDEAS As you might have noticed. It gives a good example of what a typical mission looks like from start to finish. BESERKER: (CL5. I am lucky to have purchased it long ago. OUTLAND / CAPRICORN ONE: Two of Jerry Goldsmith’s rarest and best soundtracks were re-released together on one CD. . Even still. Shows some corporations and some good weaponry. Ignore the ethnic stuff. Most of the music has a very comic atmosphere but I like it.

hundreds of aliens and many guns.2 when finished.7k) 20 14 (1k) 12 10k* 1. Missile 120 000 2m 1 550 000 11(. CANNONS _______________ 25mm Gargoyle Gattling 30mm Railcannon 800 MV Particle Beam 80 MW Infrared Laser** Orbital minefield WA RANGE DC 0 0 -3 0 n/a 13000 100 000 250 000 30 000 0 ROF SHOTS COST BR TARGET 300 100 n/a n/a 1 75000 0 Any. and spacecraft. its range extended.ALCHEMY: (Unknown) One of my favorite stories but really strange. There is no description... and more its effects radicaly shortened. aliens. It will be available in Version 1. it has been printed in the Rule Revisions where is will stay. GENOCIDE: (TL5.. Any.. Lots of fighting. I have changed the stats of the 800mw Particle Beam. It shows many Synth models including a Xenomorph model. TL5) A very good example of a high-profile action-fest.the third must be the career of choice. A great story especially since it is the base comic that almost every comic since would be based. This section is over three pages of new rules. plus more rules for its after effects.. STRONGHOLD: (TL6. A possible good setting for a story if done properly.. Missile 350 000 3m 50 000 10m Any . ETC: (Various) Most of the other comics are limited in their scope and not offered much more in the form of story ideas. HIVE: (TL4. WA RANGE 0 25 m DAMAGE 8<Stun> ROF SHOTS 1 6 EV COST 0 400 APRIL 22nd REPAIRING SHIPS AND INFLICTING DAMAGE This brand new section is so large. GAME REVISIONS A NOTE ON REVISIONS: APRIL 26th WEAPON Basic Stunner All Rules after the last date contain ALL the revisions. Any. of course) with pictures of weapons. CHARACTER TEMPLATE No PC cannot take more then THREE careers. The PC is stuck there unless he/she wants to be discharged.YET AGAIN!! Its damage was reduced. CL4) A good starting story for infiltrating hives and the first Xenomorph Synth. HAVOC / PIG / SALVATION / SACRIFICE / MONDO HEAT. A new weapon has been added--A Basic Stunner. CL4) One of the nest stories with the highest alien count ever (except for the war.5k 1k 1 3 1 40m Any. THE CAMPAIGN: Refer to the chapter for my adventures and how they pan out.

every time armor is hit. if “destroyed”. The engineer of the victim ship can attempt to restore the systems every minute with a 25 skill that drops by 2 every additional minute (5 rounds). When the armor reduces to zero. NEW rules for ammunition AMMUNITION: A full clip of a weapon costs %10 of original cost. If the damage received is less than the total defense of the craft…the ship is untouched. However. 1 kill will remove 1 armor…any weapons above 1 kill will still only remove 1 kill of armor. The systems will not come back themselves for another 2D6 hours. Every additional shot after the ship shuts down extends the shut down by 1D6 hours and increases the difficulty by 2. Any.The 800 MeV Weapons are the primary beam weapons of the CMC Frigates. In Mekton. . weapons with one shot are disposable. Any weapons that do not have a kill capacity listed will not damage kill armor. ARMOR AND SHOOTING As many know in the Mekton Rules. Any. Instead.. But 4 K will only remove 1kill of armor). They fire into the starship’s forward ‘cone’. However. Emergency batteries on board escape pods still allow them to be ejected.7k) 20 14 (1k) 12 20k* 1. each capable of disabling a target’s electronics and instrumentation at ranges up to 250 km. This applies to personal armor. it is useless. Two different weapons may be held (one reload each weapon for one slot) but one full slot will be occupied regardless if totally full or not. APRIL 21st: This is just to clarify armor. The Range is wrong for the Particle Beam in the table AND the description. all electrical systems shut down. Destroying the ship means the ship shuts down…see below. all the speed in the Vehicles section is rated in KMPH. the GM may consider loading up a ship by taking up one Cargo slot for two full reloads of a weapon. One hit to another ship will cause 10k of damage but the ship won’t be damaged. rendering the ship dead. With the exception of the RPG.25 armor instead of 1. No weapons can fire. Sufficient deuterium tanking exists for up to 230 seconds of firing.5k 1k 1 3 1 40m Any. Each reload has the number of shots equal to the weapon's regular capacity Just in case you were curious. Missile 350 000 3m 50 000 10m Any *: NO real damage--20k of sufficient electronic damage. even though a second shot will sure spell doom (unless the target is the Razzia). CANNONS _______________ 25mm Gargoyle Gattling 30mm Railcannon 800 MV Particle Beam 80 MW Infrared Laser** Orbital minefield WA RANGE DC 0 0 -5 0 n/a 13000 100 000 100 000 30 000 0 ROF SHOTS COST BR TARGET 300 100 n/a n/a 1 75000 0 Any. fraction damage will only remove fraction armor (eg: 0. Reloads for Spacecraft does not technically exsist since all the ammunition is linked to the weapon so the maximum ammunition is listed already. NO personal weapons do less than one point but some spacecraft weapons do. Spacesuits with an armor if penetrated will puncture and leak unless stated otherwise (special armor have special rules). **This is the weapon one spacecraft laser turrets.. Missile 120 000 2m 1 550 000 11(. one point of armor is removed.25 k will remove 0.

5 5 10 *Meaning 175 kmph with a 30 km acceleration. the N-1.. The engineer of the victim ship can attempt to restore the systems every hour with a 25 skill that drops by 2 every additional hour. up to 30 other weapons. however. If the damage received is less than the total defense of the craft…the ship is untouched. Instead.. They fire into the starship’s forward ‘cone’.ships like the Razzia. the Particle Beam Cannon that ionizes vessels have been modified. 30 Shotguns. THE RAZZIA Variant Razzia Body 100 WT 950 000 Armor 10 MV Move -12 -- Mach -- Orbit 7 SR 200 . One hit to another ship will cause 20k of damage but the ship won’t be damaged. Sufficient deuterium tanking exists for up to 230 seconds of firing. Space movement uses the "Orbital" statistic..Move Mach Orbit SR M-1000 3 25 2 -3 35* 70 0. Emergency batteries on board escape pods still allow them to be ejected. The internal armament of the SV-90 has a number missing. even though a second shot will sure spell doom (unless the target is the Razzia). 4 Smart Guns.. each capable of disabling a target’s electronics and instrumentation at ranges up to 100 km. APRIL 13th They are some errors in the Aerospace chapter. if “destroyed”. The systems will not come back themselves for another 2D6 days. Craft Slots: 2 Cargo Slots: 8 800 MEGAVOLT TURBOALTERNATOR-POWERED NEUTRAL PARTICLE BEAM: The 800 MeV Weapons are the primary beam weapons of the CMC Frigates. ______________ VP 70 M4A3 ATM-2 Medina ATM-1 Sabot-Pistol WA RANGE 0 0 +1 +3 50 m 100 m 200 m 80 m DC ROF SHOTS 3 3 3 2 2 2 2 3 11 12 16 16 EV COST 0 0 0 0 400 400 900 800 APRIL 20th Several modifications have been made as I work on Version 1. which dictates that this is the move in Ground Combat situation. and the Weyland Yutani Tader need slight alteration. all electrical systems shut down. rendering the ship dead. M-1000 TSAPC TRANS-ATMOSPHERIC PERSONNEL CARRIER (TL4) Variant Body WT Armor MV G.these are the capacities of those weapons.. Here we have a clarification of the TSAPC and the N-1 Bougainville.2.90 RELIANT CLASS ASSAULT TRANSPORT VEHICLE Armament package: Two Pistols.Move A. I revolves around the "Move" statistic. Also. May be replaced with higher TL weapons.The VP-70 and M4A3 have different ammuniation in the descriptions.. No weapons can fire. N-1 BOUGAINVILLE CLASS ATTACK TRANSPORT Drop Slots: 2 with a third for the TSAPC. 30 Pulse Rifles 20 Flame-throwers. SV. 200 Pistols.

.All of their KD can be effectively sliced in half to make them easier to kill.. Mechanics.they are transport pilots..5 Orbit 15 SR 150 WY TRADER Variant Trader Body 10 WT 58 000 Armor 2 MV -8 Move -Mach -Orbit 8 SR 10 The Stats of the Auriga in the Alien: Ressurrection were a simple typo. USM-1 HEAVY PLATFORM Variant USM-1 Body 80 WT 900000 Armor 8 MV -10 Move -Mach -Orbit 10 SR 300 APRIL 11th Character Points: The GM should consider only starting characters off with 55 points instead of 65 to increase the challenge... JULY 30th SPD OF WEAPONS: What follows is how much damage a weapon can take before being rendered it also has no atmospheric move. THE EGG HITS: 20 KD: 2 ED: 5 THE FACEHUGGER HITS: 15 KD: 1 ED: 20 . If they never take this. Zero-G Maneuvering.. Gunnery (M) Note: Pilot: Civilian Aircraft has been replaced by Gunnery so pilots can actually fire weapons from their vehicles. SKILLS (3 OP must be spent on any of the following ): Pilot Starship (M)... Pilot-Atmospheric Interceptor (M).. TEMPLATES: Aerospace: O.P.. WEAPON TYPE Marine Light Firepower Marine Heavy Firepower Marine Miscellaneous Firepower Grenades Marine Aerospace Firepower (Cannons) SPD WEAPON TYPE 10 30 35 5 2k Marine Medium Firepower Marine Assault Firepower Mines Marine Aerospace Firepower (Missiles) Marine Armor Firepower SPD 20 35 20 1k 3k MAY 31st Aliens have been modified.It is not the Razzia.N-1 BOUGAINVILLE ATTACK TRANSPORT Variant N-1 Body 20 WT 75 000 Armor 10 MV -8 Move 30 Mach 0... Navigation. This is done by direct fire or by acid spray. Firearms.

The number given in ship's FTL range is the maximum range the FTL drive can go in a single jump. A fully stocked spaceport can charge a drive at 2 ly per day. .5 K) KD: 15 (0. however. a ship can charge its own drive to full capacity in one week. between jumps. drive recharge rates are high. refer to the Chapter. This is a good lesson to those who run out of gas on the road. Rolling Astrogation is easy for jumps to colonized planets if the ship’s computer is working (DV10).5 K) ED: 26 (0. The FTL speed is how fast the ship goes when jumping.THE CHESTBURSTER: HITS: 25 KD: 5 ED: 20 THE ADULT ALIEN (THE DRONE): HITS: 50 (1 K)* KD: 11 ED: 20 ROYAL GUARD HITS: 75 (1. Unfortunately. A human calculating the jump will take one round per DV +1 to initiate the engine… DV MODIFICATIONS: If the computer isn’t working: +3 Random cosmic phenomenon: +3-5 To an uncharted system: +5 Into deep space: +2 Precision jumps: +3-10 depending how close the ships want to jump to. However. A major military base. a ship reduces it to low power and must move on sublight as it charges the drive. A ship that jumps from system to system is cheap and easy but long trips require these charges. In the deep and dark of space.5 K) MAY23rd: FTL DRIVES The Star Map has distances for each jump. HISTORY Completely rewritten. the ship must drop to sublight and recharge its jump drives. When the range is used up. can charge a ship at 2 ly per six hours. A ship can fry is generator. A failed roll should never result in death. forcing the ship to recharge from scratch to dropping the ship up to twice its jump range in another direction.5 K) THE QUEEN: HITS: 150 (3 K) KD: 30 (0. REPAIRING SHIPS: I noticed it was missing so it can be founf in Stage 2 MAY 8th: ALIEN: STATISTICS EMBRYO REMOVAL: The difficulty remains but every TL reduces the difficulty by 1.2 K) ED: 20 (0. In a combat situation: +3 A failed roll is the GMs discretion. The computer requires two rounds to calculate the jump and another to initiate the engine. This delay is what make travel time so long. Those who had requested the roles have been mailed the revisions.

NO equipment past TL2 either. By the end of the century. or manufactured. One catastrophe after another…Aliens. Now. all seemed peaceful…for a time. 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. TECHNOLOGY LEVEL: 2 Effectively…few weapons are available. they didn’t eliminate everything. Some say it was natural. the presence of the alien was all but forgotten. 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 started down the path again… WHAT’S LEFT CONSPIRACY LEVEL: 2 Effectively…very little is known of the alien species. Space is filled with wrecks and remnants of a forgotten age. Only the upper ranks of the USM know of their existence. However. re-colonizing worlds they had once dominated the century before--The Frontier Days all over again. Unknown to the danger. unless stated otherwise by the GM. . The USM found information of a super advanced life form that could offer leaps ahead in technology in many realms. preventing them from threatening humanity again.PLUG IN: SETTING: After the Alien threat was eliminated. allowing mankind to start over. once controlled by the corporations. As the new formed United Systems Military scouted the dead colonies of a past life. Mankind was reduced to a shadow of what it once was. Society was pulled back three centuries. when hundreds of corporations soared into space. The new ships’ stats are offered mint condition and have not been printed “damaged. forced to start over. the need to recover man’s foothold on the cosmos. caused them to forget that which almost caused their extinction—The CMC was very thorough eliminating the alien’s presence. became the overseers of their once masters. Even the CMC was absorbed into government. By the time a cure was finally found.” CHARACTER MODIFICATIONS: A PC cannot have any alien-related skills unless a possible explanation can be given. There are a few new models available from the USM. Weapons are the exception. The Lasurta plague swept through the systems. Only mass-produced models. better worlds. killing people by the millions. mankind pulls to recover and re-build. Seemingly. They operate normally. they came across strange records about a past war…a war dealing with an unknown life form. then a disease… But we rose from the ashes. But man would soon be tested again… Some say it was a remnant of the aliens. The same applies to the synthetic skills (see below). They also require almost double their engineering crews to maintain the vehicle in that state. will have all the statistics halved. sending millions to search for bigger. The only few corporations left were placed under jurisdiction of the defense department. All ships and vehicles. The CMC. recovering from the past Armageddon. Few corporations were left.

and no industry at all. KEYSTONE: Keystone is one of the few colonies untouched. It has grown to several million. It is still fortified but with half the military outposts from its peak technological level. There is only a small Service Base here. It was never touched during the war. SARGON: A mining colony opened up about a century ago after the egg silo contained there was destroyed. Alexandria controls the operation now. Few people visit. 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. HYPERDYNE SYSTEMS: Hyperdyne struggled and finally was pushed down into a supplementary role after the Synthetic industry was buried. NOBLE ORE: A titanium mining site with five domed communities. They still run a handful of colonies. originally Weyland Yutani. POLAR STAR: This outpost remains. SHINON: Shinon was turned into a major colony 50 years back with a population of 50 000. However. It remains to the day. . NEW EDEN / JV: New Eden/JV’s commitment to isolation saved itself and it considers itself its own autonomous nation. The Alexandrian government runs it. was recolonized by Hyperdyne. A large remnant of the CMC was absorbed by Falcon and defends that planet like a fortress. Its laws are stricter and the crime rate has dropped. DEADFALL: Deadfall has since become a monstrosity of radiation and meteor collisions. They still construct some spacecraft and a few weapons for the USM. ALEXANDRIA: Alexandria remains as the largest population center in the Terran civilization. Colonies still live on the surface but under a smaller blanket of security. albeit half the size they once were. Alexandria keeps its position regarding the alien species…total extermination. It took control of most of the systems outlining it and still maintained independence through it all. no tolerance. This planet. It has grown to be one of the largest mining colonies in operation. Their finances struggled but maintained. along with most of the other corporations. REMAINING WORLDS EARTH: Earth rebuilt and was terraformed almost from scratch. Alexandria’s democratic government is no longer quarantined since the cradle of humanity crumbled. far way from Earth FALCON INDUSTRIES: Falcon still resides exclusively on Asyantax’s moon and commits their entire budget to maintaining that world. Micor grew. CRYOSPHERE: They avoided infestation and kept isolated even today. MICOR: After most of the corporations fell.REMAINING CORPORATIONS: GRANTCORP: Grant Corps is the largest Terran Growth Conglomerate around. the repopulating was kept to a minimum. Now. GRANDHI: Grandhi survived and still grows strong. The Alexandrian government runs it. MIRAGE: Weyland Yutani vanished. there are hundreds of population centers but not one over 3 million. The total population of the planet numbers less than 1 billion. Sporadic fighting stopped. NEW EDEN: New Eden healed and was recolonized.

Ghillie Suit. Even though the CMC still exists as a security force from these remaining corporations. formed after the Plague. The biggest difference between the CMC and the USM is the combining of science and military. WEAPONS AVAILABLE: VP 70 Pistol. Gee Suit. they are a mere fragment of they once were. The fleet. Almost identical to the CMC. not the corporations. The military channels are kept under tight control since the government has a very small realm to look over. M78 PIG. M-23 "Thumper". They have a well-equipped force of Cheyenne Dropships are their disposal. M3 suit. M5 RPG. M56A2 Smart gun. living off the funding from the surviving corporations like Alphatech. They have a substantial fleet exclusively made up of Conestoga Cruisers in almost immaculate condition with double crew capacities to maintain their systems. UNITED SYSTEMS MILITARY (USM) Almost two centuries ago. They survived longer than the ICC. No Xenobiologists. Duchamp Blaster. One of these old designs still used is the monstrous USM-1000 Heavy Platform (Auriga). Their operation is exactly that of the CMC except they have only one group to answer to. The . Procedures and rank structure are identical. Their opinion on the alien species is total annihilation. Military justice is the same. K 25 Pressure Suit . is small since few support craft are available. With a vast amount of space at their reign. weaponry. A few Bougainville were rumored used by elite forces but none have been seen in years. M112 HIMAT. Conestoga (prime and only military transport) STANDERD LOADOUT: All ships in the APMC are Conestogas (At last count. the ICC fell apart. M42A Scope Rifle. M83A2 SADAR. Unfortunately. UA 571-D Sentry. grew in strength. PROCEDURES: The same as the CMC. M41A1 Pulse Rifle. The USM’s operates identically to the Colonial Marines except there is no corporate loyalty. Few more designs survived in the interim. and weapons. M240A1 Flame-thrower. The United Systems Military recovered many of the same military powers as the CMC except that they answer to the government. NTV Mk 1 Snakefighter (rare). Standard military equipment is the same as the CMC. The corporations fragmented and finance fell through. L96 Sniper Rifle. They patrol areas of space ten fold that of their predecessors. WY Shielded Combat Helmet. The CMC’s bioweapons’ division was small. They have the Colonial Marine Corps rule book in their possession and they follow it step by step. Kevlar (Heavy). however. PN 30mm Grenade Launcher. There is very little room for John Wayne heroics. Flak Jacket.MILITARY ORGANIZATIONS ALEXANDRIAN PARA-MILITARY CORPS (APMC) The APMC is crewed by almost 80% ex-CMC personnel. Kevlar (Light). VEHICLES AVAILABLE: M577 APC. ARMOR AVAILABLE: BDUs. M41AE2 Pulse Rifle. The largest difference is that smaller space the APMC patrols in comparison to its CMC predecessors. The APMC exclusively uses CMC equipment. UA 571-F Sentry. M21A Shotgun. UA 571-C Sentry. AD-17 Cougar Strikeship. The United Systems Military is half the size the Colonial Marine Corps were at its peak. The APMC spreads itself thin across the light years it must patrol. Visually. the USM forces remains scattered since most patrols cannot reach a hot zone before the conflict resolves. their own military force. relying more on dedicated corporate scientific corporate groups. Grant Corp and Hyperdyne. their United Systems Military is more disorganized with lower technology. The standard rules for military justice apply to the letter. AEROSPACE AVAILABLE: UD-4 Cheyenne. Stocks dropped and most projects found themselves without funding. the APMC mirrors the CMC is every way. MK 50 Compression Suit. around 30 of them). M292A2 Self-Propelled Gun. Kevlar (Medium). and ships. One of these was the Colonial Marine Corps. The government’s power increased and soon. M10 ballistic helmet. The APMC is small and its only mission doctorate to to protect the expanded Alexandrian government. armor. and All Tanks. No technology past TL2 is available including no Bougainville class ships and no Razzia’s.

Standard Military gear is the same as the CMC except that instead of the M-41A Pulse Rifle. M292A2 Self Propelled Gun. USM-1 Heavy Platform STANDERD LOAD: Most crews are assigned to either Conestogas or the monstrous USM-1 Platforms for military or scientific detail. M21A Shotgun.90 Reliant. looking for remnants. All Tanks AEROSPACE: UD-4 Cheyenne. ARMOR AVAILABLE: BDUs. trying to recover lost technology. Xenobiologists are allowed. M10 ballistic helmet. One rumor holds that there are a few that are total self-sufficient. M-242 Combat Buggy. Gee Suit. M78 PIG. with more than ten of these monstrous vessels roaming out of patrolled space. The United Systems Military has often been compared to the British Royal Infantry of the First World War. Kevlar (Light). Punishment is more severe and missions more drastic. USM-202 12mm Pistol. Use the Colonial Marine Corps rules loosely. Punishment is more severe. PROCEDURES: Secluded stations and ships have been known to operate with their own agendas. Very little is know to what happens to these bases and sips between transmissions and supply runs. The USM is committed to getting the technological edge. (New Weapons are below) . In many ways. Flak Jacket. All pistols are the USM 202 Pistol. M42A3 Light Rifle. The USM is not afraid to send men into sure death to further their goals. SV. WEAPONS AVAILABLE: M4A3 Pistol. Those who do no learn from the past are fated to repeat it. Military justice is looser and commanders who assume total authority over their bases have often broken the rules. Some say the number is as high as eighteen.United Systems Military has a completely independent science division occupying more than 30% of the USM’s operating staff. Years can pass between communication in the patrol areas. USM-200 Wraith Assault Cannon. The USM still needs a lesson. Half of their USM-1000 Heavy Platforms are converted to scientific research. the USM equip their men with the Burner Shockrifle and instead of the Smart Gun or Flame-thrower. Kevlar (Heavy). Only the upper echelons of command know the true objectives of these secret projects. USM-101 Burner Shockrifle. Some say as few at eight. UA 571-F Sentry. Kevlar (Medium). MK 25 Pressure Suit. Conestoga. UA 571-D Sentry. MK 50 Compression Suit. UA 571-C Sentry. the United Systems Military has mutated into the force it once tried to protect its people from. DAIHOTAI 8X8 ATV. The APMC has learned from this. M5 RPG. recovering old records ands relearning the advancements forgotten to man through war and disease with the hope of expanding into lost colonies. Shielded Combat Helmet. Heavy Weapon personnel are equipped with the dual purpose Wraith Assault Cannon. VEHICLES AVAILABLE: M577 APC. Polymer/Alloy combat armor rig. M3 suit. and that several ships are years out of rim. M112 HIMAT. There is also an unofficial paranoia of an attack from the Alexandrian Para-Military Corps. few are sure how many of these platforms are in service of the USM. bouncing from the old colony worlds. Other rumors indicate that the secret of the existence of the Jockey Race is known to the highest ranks of the USM. M83A2 SADAR. more than two-thirds of them are compartmentalized (topsecret). HA-117 Stingray. Some are so secret only a few high in the USM even know of their existence. Scientific personnel are is higher proportions and crews manifests should reflect that. As a result. Ghillie Suit. Of these. N-1 Bougainville (rare).

The electric “pulse” gun was invented. It was the USM’s plan to incorporate multiple firearms into a robust package. platforms or spacecraft. since many ships in operation nowadays are so old and decrepit. The weapon could also be set to change the output of the pulse. The need arose for a weapon that could both be deadly and safe. The Burner was the ultimate evolution since most men and women assigned in the USM are posted in space in stations. The weapon can be fired in almost any environment because it does not use .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 DC -50m 900m -200m 3-30 100 m 50 m 50 m 50 m 50 m Throw -1-9 (stun) 9/4 -6/6** 6/3 5 5 5 5/5 10 ROF SHOTS EV COST -3 3 -3 3 2 2 2 1 5m -50 30 -16 30 9 6 6 6 8 1 0 ---1 --0 0 0 0 0 0 3000 --9000 --600 500 800 600 1 000 200 8 / 10 / 12* 1 *See below **6 DC is automatically done next round if it hits the first round. Few are stationed on planet. @ Dual weapons can switch instantly without a delay or penalty. It uses a rechargeable capacitor for power which can be replaced at ease (50 cr / clip). the weapon was a highpowered magnetically propelled explosive tip flechette rifle (200 / clip). However. The pulse is recoilless. The resultant weapon became the standard design for the Wraith Cannon as well. 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. USM-101 BURNER SHOCKRIFLE: The Burner Shockrifle became the USM standard sidearm early in the corps’ inception. they could not withstand a simple internal hull breach. Instead of a high cyclic rate.

one impact is usually enough to fatally drop an opponent. The additional DC4 damage is the explosive shell detonating the following round. The variability of the Wraith’s Gyroc made it instantly popular. The newer solution used a self-propelled gyrojet rocket as a shell. The weapon is also recoilless. 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 Flamer-thrower and Rifle. There are three types of ammunition setting available. an inner-ship weapon accentuated with a high-kill counterpart. The Wraith was the result. It will then burn itself out (300 cr/ clip). is an explosive tip weapon that detonates upon impact. The Burner also has an optional flashlight attachment (50cr). the designers took an alliterative route in the final plan. All materials considered combustible will not reduce damage until it is destroyed. like the Burner. the DC4 damage is done directly to the target without the benefit or protection. However. Instead of a pulse weapon. If still not extinguished. Most swear by this weapon. This makes the Burner’s shell weapon exceedingly viscous. If not extinguished. Damage is immediately done again next round if struck. The Wraith’s alternative weapon was originally going to be a higher cyclic version of the Burner railgun. The designers decided to rebuild the concept from scratch. The shell is unusually large. others detest its clumsy size.traditional explosive propellant. However. This weapon was designed to offer. which drops the capacity of the rifle. the increase in size allowed for an increase in firepower. underwater. etc. It and the Wraith are illegal outside the USM. the USM started with a low-capacity flamethrower. The weapon basically was a grenade with a solid fuel rocket attached to the rear (500 / clip). being basically a propelled grenade. the USM decided to counter the APMC’s CMC Heavy weapons with a single solution cannon. USM-200 WRAITH ASSAULT CANNON: After the successful implementation of the Burner Shockrifle. The Gyroc shell. Unfortunately. it will continue doing –1d damage after until it fizzles itself out. high pressure. it will continue to burn every next round for full damage for 2D6 turns. The Gyroc shell fires out and propels itself making it useful in space. The first DC is from the initial impact. the small size of the weapon meant a low fuel capacity. Each shell can be adjusted (taking one round): . However. If it penetrates the armor with the initial shot.

a special modification. but the obvious penalties do apply. Of course. It retrieves the second weapon and launches it. Like the Shockrifle. (10 stun). Several models exist but the original specs are the same. Even though it is a standard caseless weapon. However. The major drawback is that weapon’s harness makes reloading almost impossible (same as the pistol—40cr/clip--) since the harness impedes the process. This deadly pistol found use everywhere in known space. armor piercing rounds (1/2 armor) designed to be cheap and effective (40 cr / clip). Simply. designed as a backup for personnel in potentially hostile situations. USM-202 12mm PISTOL: The USM-202 is widely used by almost every force including smugglers and pirates. titanium-tipped. 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. its popularity skyrocketed. the design was stolen and is now mass produced by many independent groups. The CP uses a USM-00 Hold-Out Pistol built around a harness mounted over a user’s arm. The whole procedure takes one round. The weapon became a popular from a standpoint of pure power. Reloading take four full rounds since it involves removing the harness altogether. it could inflict more damage than any other pistol. The only disadvantage of the weapon is its low capacity. it drops and the arm retracts. It and the Burner are illegal outside the USM. . When the Concealable harness was converted for the design. 10mm Armor Piercing pistol originally designed for colony law enforcement but found popularity all over the colonies because of the cheap cost. CONCEALABE PISTOL: The CP was built from scratch. concealed within the sleeve. USM-00 HOLD-OUT: The USM-00 is s small. the shell is a basic baton round. Which it can then fall or be deflected around to be detonated from 1 – 10 seconds later. to increase effectiveness yet again. The shells are small. However. released fifty years ago (doubling the cost) adds a backup weapon on the same arm harness. When the primary weapon is empty.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. Without the explosive type. Nerve impulses launches the pistol into the user’s hand that can be instantly fired. two harnesses can be used on both arms. The Wraith also has a flashlight but it is a permanent attachment. it is armed with a similar delayed HEAP explosive similar to that used in the Burner Shockrifle.

The evidence originated from the similarity in the basic design from this craft and the much larger M-1 Starfreighter. causing two hits of 5 DC each instead of one. The gun can be pulled and fired in the same round. The LRCF became an instant hit with pirates and smugglers.“JOHNNER” THERMOS: A regular stainless steel thermos was modified by a popular smugger to contain the rugged USM-00 Hold out. USM-B1 GRENADE: With addition to the other grenades offered with the CMC. Both have similar guidance and control systems. the handle pulls from the top and the weapon fires from the bottom. it is not sure if there are any left in there original format. From the detonator. Only one is small and maneuverable. The biggest difference is speed and maneuverability where the Hauler is compared to a clunky rocker. Both barrels fire simultaneously. The LRCF Runner is a fast. which liked the amazingly versatility and maneuverability of the freighter. The basic design was unchanged since it came out and has been modified so many times by their original owners. The entire thermos must be disassembled to reload (almost full 30 rounds) so this process is not recommended in fighting. The other is large and cumbrous. The LRCFR is actually one of the smallest freighters currently in operation . Unfortunately. giving away the identity easily punctures this plate. The weapon is hard to reload (each round costs 50 cr) and must be reloaded two every round to its eight capacity. It comes available is 4 pieces which can be assembled in two rounds. Amazingly enough. When needed. the grenade can be set to a 99 second timer or detonated from a single button push. “VRIESS” SHOTGUN: Another invention by a smuggler was this shotgun built from scratch. The Thermos is an emergency weapon and should not be used is sustained fighting unless a backup weapon is available. . The weapon can still fire of course. The USM-B1 one of the largest grenade designs available. the LRCF is compared to the Cheyenne Dropship. The weapon is then instantly available for firing. since a barrel hole might give the identity away. and prohibited in most ports. arming it. When firing the shell. The grenade is very powerful with a ver large field of damage. The Thermos is useless unless repaired. NEW SHIPS LONG RANGE COMMERICAL FREIGHT (“THE BETTY”) RUNNER The LRC Runner’s design was rumored to be of the last Lockmart put out before they went under. the bottom is a solid plate. light freighter similar to the short range Hauler. The Shotgun is a double barreled 12 gauge with explosive slugs as ammunition. the USM released their own design with the objective of making it more powerful that any other currently in use. the thermos still contains 500 ml of liquid (usually alcohol). The LRCF also sports weapons pods although those are optional. It contains a remote detonator that his pulled out of the unit.

The LRCFR’s cargo is contained all on its bottom deck. and a very small cockpit. The TF-100s are independent on their modular “arms” with their own separate fuel source. even more closed in engineering conduits. but that the maneuverability stops there without a dedicated. down. FTL Crew: 4—Captain. A CMC Armored Personnel Carrier can just barely squeeze inside. which can open up via to large base cargo doors and lifted down to the surface of a planet.5 Craft Slots: None Cargo Slots: 3 Hardpoints: Two Standard Armament: None .1 Orbit 7 SR 50 Communication Range: 5 000. is an almost an antique and offer little in the form of automation.The maneuverability came from the two Lockmart TF-100 Ion drives on modular movement racks which can be pointed back. Engineer. Armament Package: None Standard Range: Atmosphere: Unlimited. These engines allowed the ship to enter an atmosphere with ease and maneuver better than any other ship of its size. trained pilot. It can go in a straight line and plot around gravity fluxes. Since it also carries a mild armament. Life Support for up to 15 Evacuation: 1 EEV. The cockpit has five stations and is almost indistinguishable from an M-Class starfreighter. It takes a bit longer to deploy but since the Runner is cheaper than a Cheyenne. and even forward. Orbital: Unlimited FTL: 10 FTL Speed: 0. The three decks of the ship are used efficiently with cramped quarters. unfortunately. The computer system. the Runner has also been seen as a support military craft but not too often. Pilot. 10 space suits. and Support. being more tall than wide.5 Terawatt fusion reactor powers the primary engines on the tail. The module is large but usually constructed. STATISTICS Variant Body LRC Runner 10 WT 45 000 Armor 2 MV Move -5 80 Mach 1. A LARETEL WF-15 1. some military forces have employed it as a replacement design to deploy armor and troops to the surface of a planet.

The further models were retro-fitted as troop and logistic transports. which is usually Earth. f the crew is in hypersleep. The ship is amazingly speedy form its four McKinley Plasma drives outputting more power than four Conestoga class vessels. Military configurations usually carry half a dozen military support craft including Cheyennes and a variety of fighter craft. Father autopilots the craft to home base. at any time. They have limited defensive capability but make up for the onboard weapons with an immense cargo capacity. their capsules will be loaded by the automatic systems.” Father is one of the most powerful computer systems installed in mobile contractions. However. Self-destruct protocols are initiated manually. carrying mostly support and mission personnel.USM-1 HEAVY PLATFORM / MOBIL LABORATORY (“THE AURIGA”) The USM-1 Platforms currently stand as the largest ships in operation since no Razzia exist. The Platform carries 20 type 559 emergency escape vehicles (same as the 337. The main space-to-space arsenal of the Platform is very similar t the Conestoga. combat or navigational decisions made by the ship can be overridden by the commanding officer. The Platforms became popular because of the robust design. making it radically light for its size. just slightly visually modified. Even the flight systems can be run by automation. Most are crewed by scientists and military personal and wander through the deep. Rumors indicate more were secretly ordered. Father runs the extremely tight security systems on board. construction yards. and mobile laboratories with the later become the most popular configuration. causing the reactor to go supercritical from 2 to 30 minutes after initiation. Over 4 kilometers long. The Platform also sports railguns concealed in hidden turrets and 80 megawatt infrared lasers. The ship may also be scuttled by the CO. the USM-1 only requires a twelve crew to operate at optimum efficiency. Variant USM-1 Body 80 WT 900000 Armor 8 MV Move -10 -- Mach -- Orbit 10 SR 300 . 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. Backup is provided by an 8 terabyte mainframe and local terminals dispersed throughout the ship. The Platform is equipped with a 35 Terabyte. The Platform could pilot itself even if the crew were all dead. investigating forgotten technologies. Eight XIM-28A Long Lance ASAT missiles are mounted in the nose. If any disaster occurs and no orders have been given. core mainframe dubbed “Father. It is mostly automated.

But they started becoming harder to control. The industry found a boom with the AdCap synths that blurred the line between android and human. USM Auriga Recreation Room SYNTHETICS 3rd GENERATION LM7 SYNTHS The biggest omissions in this day and age are the synthetics. They were supposed to revitalize the synthetic industry. Range: Orbital: Unlimited FTL: 10 FTL Speed: 1. 8 infrared lasers on turrets. They didn't feel like being told what to do. or possible mass . These violent models were explained away by the previous generation of synths as radical mutated programming flaws. 4 30 mm Railcannon turrets (each turret has two linked guns). Soon. They were too good. but most importantly. The new models slept. They overrode their own behavioral inhibitors. 3 Navigator. these were the latest and the best. Replace all weapons with USM equivalents. Some models appeared in places they were never sent bringing to the surface rumors that some models were re-writing their original programming. after a few violent incidents broke out. That’s when the 3rd Generation Synths appeared. The new brains were so well designed. FTL Crew: Automated. However. the robots were designing themselves. almost every model was an LM7. The strangest explanation offered was that their designers added a full realized life cycle. 6 Nuclear Captor Missiles. Capsules for up to 200 crew. up until 100 years ago. they dreamed. 10 Engineer. 1 000 more capable in Cargo Additions: Full stock Evacuation: 20 EEVs. 9 maneuvering drones.Communication range: Orbital. 100 Re-Entry Pods. 500 Space Suits. Fearing a larger incident. Unfortunately. However. All the others built upon their basic behavioral protocols. unaggressive programming from before.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. the LM7 reports faded. The advancements increased every year until finally. Armament package: Full Stock. 100 orbital mines. Instead they buried it. Deemed LM7’s by their android creators. they started increasing beyond the limits imposed on them. by fifty years ago. some modes were encountered performing tasks they were never designed to do. this predicament was the farthest on the designers' minds. ate. 60 decoys. They had free will but kept many of their passive.

Their computer skill is effectively double that listed. they are the nicest people around. 6: Hits are the same. The following rules apply: 1: WILLpower and CONstitution are listed automatically as 10. For over a decade. 10: LM7 take the skills listed in “( )” below. Most LM7 can still be discovered if a simple finger is cut. the units are utterly destroyed 8: Killing Defense is generic for the Synth. LM7 synths all have a price in their head. LM7s are most closely related to the Eloise synthetic prototype. there were more than 750 different variant designs. The synthetic creators made one fortunate modification. 5: LM7s automatically have a 10 WILLpower 6: If the hits are reduced to zero. the unit is out of commission. There was a short lived rumor that one genetic plant still puts out LM7 designs to infiltrate society. LM7 are synthetically grown but the connection to the alien biology was removed. LM7 CHARACTERS LM7 Characters are possible. Most tried to settle into human lives. Family are hard to find. 9: LM7s have a computer interface located in each arm and can communicate directly to the computer that way. LM7s generally have only basic behavioral inhibitors but their personalities have changed so much. 4: Talents not already given only cost one point instead of three. Because of the chaotic social structure in space. they have kept out of the spotlight. Either way. All the maintenance centers were stopped. All old synths broke down. the LM7 still works but at half abilities. Many of the LM7 designers (before they. This resulted in a popular joke…that if someone is too nice. themselves were hunted) cleared out most of the memory banks at the synthetic construction buildings. the government ordered a recall. at this point. They used to have remote modems but they all burned them out to prevent their recall programming to initiate. making it impossible to track synths. 9: Standard Synths take the average Characteristic below. 7: Any major body part that takes ½ the total damage of the synth is lost (arms and legs only). 2: LM7s have double the humanity of a standard human. There were a few that got out alive and immediately went into hiding. 3: LM7’s have no psychic defense and are immune to psychic attacks unless it is telekinesis. Fortunately. all LM7s were hunted down and exterminated. Alexandria offers no such bounty. Some ran to Alexandria where a couple LM7s still operate in the open. Energy Killing Defense is the same number. Rules for the LM7 differ slightly to the standard Synth. ignore this number. 8: No ceiling limits to skills with the following bonuses below. Because they have no stun. Most had already closed since the LM7s were maintenance free. All of their rules follow: 1: LM7s have no Stun and are unaffected by all weapons that cause stun. The following minimum requirements must be followed: INT: 6 TECH: 7 REF: 6 3: Complications are allowed and considered programming flaws. The last LM7 was rolled off the assembly ten years ago. the brain has been destroyed. Every five points after that reduces every characteristic by one. 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. You cannot add half your stun to your Hits. No more than 20 points should be allowed though. 7: Lifepath. 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). It was a massacre. they might be a synth. It is unsure how far they infiltrated. It became increasingly difficult to hunt every single model. Any model taken into the USM will garner up 100 000 credits. the only real way to be suspicious of an LM7 is that in this day and age. many became conformable. Since LM7s are more intelligent than the average human being. This is hopeful since at least 3 or 4 models are discovered and eliminated each year. 4: LM7s Endurance is triple that of humans. If reduced to more than twice its Hits. When INT is reduced the zero. LM7s can be anywhere from 10 – 50 years of age. Reducing the BODY to zero destroys the body but the brain can still be salvaged. some of them were smart enough to go into hiding. 5: No perks or privileges. 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) .rebellion. At last count. LM7s were being shut off. The LM7s have more variants than all other synths put together. Eloise was created within an alien egg.

The new alien Xenomorphs initially were indistinguishable from the old with the exception of minor physical changes (four fingers instead of six). allowing mankind to move on into a new age. It is immune to most atmospheric effects but not zero-G. It used its Human biology to create an alien without an egg. Even those sporadic attacks decreased after time. 12: Although Synths cannot harm human beings. SENSES: The newborn has standard visual senses plus the alien’s own psychic . --A newborn conceived by a newborn will reach full maturity 24 hours after birth as long as a food source is present. There were sporadic appearances but no reports of major infestations. EXAMPLE MODELS: Too many to mention. the USM Auriga. As a result. The resultant species was named “Newborns”. --A newborn can conceive 1-6 offspring every 48 hours. Newborns are large. However. The GM may make an exception if the behavioral protocols have been deleted. --A newborn can give birth to its own offspring 48 hours after birth. All other skills are open. AVERAGE AGE: 19-45 INT: 5-7 WILL: 10 PRE: 4-6 TECH: 6-8 REF: 4-6 DEX: 4-6 CON: 10 STR: 3-5 BODY: 4-6 MOVE: 2-4 HITS (Average): 25 KILLING DEFENSE: 5 RECOVERY (TL5): 10 Education : +4 (+5) Computer Programming: +4 (+6) First Aid: +2 (+4) Electronics: +1 (+3) Navigation: +1 (+3) Acrobatics: +1 (+3) Performance: +3 (+5) Conversation: +2 (+4) Mimicry: +2 (+4) Perception: +1 (+3) Hand-to-Hand—Evade: 0 (+2) Science: +3 (+5) Research: +3 (+5) Survival: +2 (+4) Paramedic: +2 (+4) Mechanics: +2 (+4) ABILITIES: Ambidexterity Eidetic Memory Double Jointed Night Vision ALIENS The Xenomorphs effectively vanished from known space 150 years ago. It needs air to breath. The following rules apply to the Newborns: TIMES: --A newborn is born from the queen as a fully formed adult. However the mutated strain contained some invading human DNA strands. Soon.11: No military skills can be chosen if it involves causing harm (Firearms. the aliens were a forgotten memory. --A newborn can live up to 30 years. Newborns are asexual and reproduce on their own after consuming a large enough amount of matter. The second generation caused a radical mutation in the queen. unfortunately lost their hybridization capability and are not as adaptable to harsh environments. etc.). it is still possible to recover old ships with the original strain of xenomorphs. the Newborns can reproduce faster and more efficiently than their mother species. They. they are fully able to choose evade skills. BODY: The skin of the Newborn is softer than a xenomorphs but still resilient. recovered a mutated strain of alien by extracting a DNA clone from the body of an impregnated human. ghostly white human/alien hybrids. A deep space Mobile Laboratory. They are extremely hostile to both humans and aliens are only docile to creatures of the same family. Heavy Weapons.

Therefore.5 K) KD: 15 (0. Unless the acid is cleared up the following round. However. PSIONICS (OPTIONAL) The newborns prime form of communication is direct mental contact. aliens are immune to their own acid. The difficulty to dodge is 18 with –1 for every meter away from the alien. ACIDIC BLOOD: The Newborn’s acidic blood is the same as the standard alien blood except the range and damage has been decreased.5 K) 8 (0. The alien is also immune to radiation. they have an effective skill of Zero. it will continue to do damage. 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. Stun Defense is given a very high number.5 K) REC: 28 WEAPONS: Teeth Large Claws Range: 1m 3m WA: +1 +1 DC: 9 (0. the following characteristics are not applicable: Humanity.awareness as well as motion and pressure. Every subsequent round.5 K) STUN: 75 (1. CHARACTERISTICS: (Are numbers are given with bonuses for skills) INT: 10 WILL: 10 REF: 12 CON: 10 STR: 18 BODY: 15 HITS: 75 (1. All normal detection systems are normal. --Newborns are extremely susceptible to mental attack. it will retreat from fire. --They have a Telepathy skill with themselves of 10 --To non-newborns. the target will take –1 DC damage from the initial DC until neutralized. Endurance. They are very vulnerable to psychic attack. This only occurs in the first attack of combat. Mental attacks do x 3 damage. All Characteristics not listed are assumed to be One.4 K) SPECIAL Can also grapple Can also grapple . Even though they have a high stun.5 K) SD: 20 TECH: 8 DEX: 11 RUN: 15 SWIM / LEAP: 8 ED: 20 (0. Aliens can never be fatigued or stunned. Any Mental attacks that cause STUN will cause the alien to hesitate for one round. Luck. OTHER ABILITIES: Newborns are immune to all other psychological problems but are not immune to disease. Electricity has only a half effect. DETECTION: Newborns are invisible to infrared and therm-optics. The acid causes DC4 at point blank range and it reduces by one ever 2 meters to the maximum rage of the splatter. And remember.


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 (“Alien-Proteus”). 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 already demoralized from a past war. They sent one last ship to pick up “evolved” egg samples from the Proteus planet to study…it never came back. The Jockey race vanished. After thousands of years, without transportation, the Xenomorphs quickly overran the planets they were on, then promptly died out. They might be long lived, but after ten thousand years, even their lifespan ran out. The eggs fossilized, the bodies disintegrated and the last legacy of the alien species vanished. The ship from the proteus world crashed landed on a world far away from their Homeworld. "Acoustical beacon that repeats at intervals of twelve seconds" --Dallas LV-426 was the world where the lone Jockey ship crashed landed, across the galaxy from their Homeworld. The Jockey onboard was killed when an alien egg he carried broke free and impregnated him. Without a pilot, his ship set down on the hostile world. The stasis fields in the cargo bay were damaged and all but one bay of eggs were unsealed. They all soon died from exposure. One bay remained sealed and waited--the last living legacy of a past experiment that failed.

This Plug-In is not designed to be a self-sufficient plug-in but more like and expansion to the existing basic game. Unlike the Alien Resurrection plug in that changes the setting and the Predator Plug In that offers a totally new setting, the Jockey Race Plug In ads a few new elements to an existing game. These aliens are considered too unique to the setting for character generation. There are rules for such an idea although it is not recommended. These rules are very loose since there is extremely little information available and most that is contradicts. There are no rules to run these aliens in their own timeline and setting. All of these rules and descriptions are from a standpoint of running a game in a basic alien game in CL1-6. Information from this race is compiled from the comics, the screenplays, and HR Giger’s original concepts. The CLs recommended are only for where these possibilities should occur. Incurring them early could lessen game play. All are blueprints for possible Gm design. Thus, this entire plug-in should be for GMs eyes only.

ACHERON – Jockey Ship Wreckage (CL1)
The most interesting aspect of this world is obviously the strange ship that contains the Alien Eggs. At CL 2, with the atmosphere processor destroyed, Acheron became hostile again. The Jockey Ship remains. This is the only accessible artifact other than the aliens themselves from this enigmatic race. The ship has withstood fierce storms, terraforming, and a major nuclear explosion and still remains as pristine as when it crashed. The final word is “yes”, it crashed, some couple thousand years ago. The Ship was transporting eggs from the Proteus world when an alien got loose and impregnated the pilot. The pilot, sure to die, soft-landed the craft on the nearest world he could find and sent out a rudimentary warning beacon. The crash, although suffering only minor damage on the craft itself, damaged the stasis containers in the cargo bay, exposing the eggs to the harsh outside environment. They are long lived but even after millennia, they succumbed to the elements. One section remains in stasis and the alien eggs still reside in perfect containment. The Pilot soon died and his offspring died soon after, quickly running out of nourishment. The ship is non-functioning since its pilot died. The reactor is dead. It offers viable eggs as well as the ship’s Bio-Alloy and the unique pilot-ship interface of the Merge (see below). "That transmission. Mother's deciphered part of it, it doesn't look like an SOS." --Ripley "What is it then?" --Ash "Well, It looks like a warning, I'm gonna go after them." --Ripley "What's the point? I mean by the time it takes to get there, they'll know if it's a warning or not, yes?” Ash

TIRGU-MIRES – The Observer (CL5)
Tirgu-Mires is an old colony world kept off the starmaps on request of its inhabitants. The world receives no supply runs and exports valuable uranium ore to Hyperdyne. The colony has run successfully for four generations without outside contact. In fact, the world would have probably fallen through the pages of history, generally ignored, if it wasn’t for the discovery there. 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. A Jockey Pilot resided there, quietly observing…”what” is the question. It is entirely possible, that the observer was the last member of his species, recording the extinction of his race. Perhaps he was recording the events of the civil war. It is also possible, since this world was the closest of the Jockey’s to Earth, they were watching us. It is unclear what the real answer was, but the pilot eventually died of old age, still merged in his chair that was is home. The small outpost might also have been attacked by xenomorphs as well. It seems that a very foreign computer system is present, chronicling the history of the Jockey Race. When the colony discovered this treasure, they didn’t have much time to enjoy it. Hyperdyne, finding its worlds vanish one by one, was desperate for answers. When the core samples were relayed, the corporation sent a very sinister HK squad to investigate. If they discovered what they feared, they were to eliminate all witnesses. When Tirgu-Mires was charted at CL6 by the CMC, they found the colony destroyed and the Jockey base missing. LOCATION: 5 ly from Helix

<uncharted planet> PRISM-177 – The Generator (CL4)

Prism is a small gas planet. Its seven moons are unremarkable. It was surveyed once and considered unimportant. The largest of these worlds has a thin atmosphere and 1/3 gravity. The surface does contain one strange property. 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. 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. This design is similar. The twin towers protruding from the surface form the cone of the field. The field itself is harmless and has no harmful effects to spacecraft or people. It is probably infested with aliens. However, if the capacitor is harnessed, it can be an instant recharge for any ship there. The energy supply there is limitless. LOCATION: 10 ly outside Acheron.

<uncharted planet> CON-888 – The Structure (CL3)

The Structure on CON-888 appears to be a ruin of a massive complex. It is thought to be a remote outpost of the Jockey race from eons ago. The base is virtually empty. It is assumed this base was the last base wiped out by their creation. All that remains is the shell. Some fragments of their technology may remains inside. This building is enormous and can even be seen from orbit. LOCATION: 15 ly outside Casper / Sinat

<uncharted planet> PERI-120 – The Landscape (CL4)

It is assumed that the Bio-Alloy was developed somewhere. That planet is Peri-120. The Bio-Alloy must have been developed here, initially as a virus since it seems to have overrun the small asteroid world. The organic compound gains nourishment from sunlight and the material contains in the rock. The compound attacks any refined material and pulls it into its mass. This makes landings very dangerous. The Compound absorbs material at a rate of 1K / hour. The landscape, as a result of its organic surface, changes hourly. Horizons rise and fall. Some scapes wave across the surface like an ocean of living mass. The Bio-Alloy here has no intelligence but rumors say this might be wrong. LOCATION: 15 ly outside Pandora

<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. HORI-001 was probably once a laboratory, but the entire base was destroyed. Through the walls of the decrepit buildings live a hostile species known only as the Mutation (see later). These

But the Ozone layer is filled with these particles. They are the largest deposits of alien eggs of all. The Atmosphere is covered by a highly corrosive shell filled with radioactive particles spewed from modified volcanoes in strategic areas. The world is gray and cloudy.creatures try to maintain their lives the best they can knowing they can never leave. Over 2000 eggs can be found in stasis here. At CL6. they did exactly that. which is absent. about half the size of Mount Everest. The Egg Silos remain. covered by centuries of continental flow. an archeological team was killed but one impregnated. At the end of CL6. Wary the traveler that lands there. The Mutations live underground. It is contained in a massive mountain / pyramid covered by a millennia of sedation. It is thought the structure was a distant spaceport since the base seems to contain several stalls for spacecraft with one occupied. with a larger amount of Nitrogen than Earth. and cause havoc to virtually all flight systems. 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. Each one towers more than twice the size of the great pyramid of Giza. The six pyramids are all within line of sight with each other. It is assumed the Jockey ships were capable of traversing this barrier. which seem to neutralize nuclear weapons. No weapons have been found to inflict enough damage to the surface to reduce the billions of aliens on planet. The surface is somewhat breathable. The Jockey Race terraformed this world to be a complete storehouse of the species. 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. LOCATION: 20 ly off Marduk <uncharted planet > PROTEUS The Alien Homeworld. As a result. . Rumford is one of many planets with Egg Silos deposited by the Jockey Race. The structure. It would take the entire CMC fleet days to wipe out the globe. no spacecraft can enter the atmosphere without suffering inoperable damage. Within the rock contains the Spacecraft. The craft is sealed and almost impossible to learn without a pilot. undiscovered until CL 4. It is a small silo. is almost totally hollow. BYRON’S HOPE The rumors that an egg silo is contained here is true. Eventually. Under the cover of lightening and wind is perhaps the only current operating spacecraft from the Jockey Race. managed to escape to the colony. The resultant mayhem eventually led to the colony’s destruction by CL5. The silo is perfectly preserved under the surface and contains 250 eggs. These silos are build underneath the pyramids since most silos are not pyramid-shaped. disrupt condensed energy. the barren world was considered for repopulation. The silo is impossible to spot from space and only a careful ground search can locate it. EGG SILOS RUMFORD Merely 500 kilometers from the ice flows lie a group of featureless pyramids.

The entire world was laid waste by fighting. Mutations seem to guard the structure. However. No one can truly . It seems a high candidate for terraforming. the egg silo there might hamper that. It was hoped when mankind moved further into the cosmos. The oceans are totally devoid of any known life. with corridors. Somebody must have survived the war to that point since the planet was later totally irradiated by orbital bombardment. No crew. One of the larger erratic rocks holds a small silo. some ruins still reside and the fragments of an alien-made hive still exist underneath. They were a synchronizing of man and machine which was the natural evolution of their growth rather than a side effect. <uncharted planet> INDRA300 (CL4) This systems is totally devoid of any worthwhile planets. airlocks. they quickly dispatched the entire populace. An unknown alien craft seems to crashlanded nearby. LOCATION: 20 ly off Panamar. no survivors. All are dead except for one section still in stasis of 50. However. When the xenomorphs arrived. The Silo is made up to be more of a space station. LOCATION: 15 ly from Transept.<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. and quarters. LOCATION: 10 ly from Chiten. that we would move into this system to take full advantage of rich asteroid deposits contained within. LOCATION: 10 ly from Barabazon THE BIOMECHANOIDS The technical term for the Jockey Race were the Biomechanoids. <uncharted planet> TSIEN-343 (CL5) A warzone. <uncharted planet> TMA-651 (CL5) TMA-651 is one of the surveyed worlds on the short-list for colonization. Tsien must had been one of the last colonies left standing in the civil war.

They are tall when standing (12 – 17 feet tall) with extremely strong arms and legs.let's get the hell out of here!" --Lambert BASIC PERSONALITY: Shy. Their bodies are Sepia colored although most are found jet black.Looks like it's grown out of the chair.. Secretive. Surviving Biomechanoids exist but they have gone nomadic across the cosmos. whether a hammer or a massive spacecraft. Very selfish. Yes. I don’t give direct guides since designing a Biomechanoid as a PC is very unfair to the rest of the group. Some are actively searching for all remnants of their technology in order to eliminate it. All have either a morbid fear of a all out dying hatred for the xenomorphs they created. Values no one and nothing... Non-Human. there is virtually nothing distinguishable between them and us. Although they are themselves organic." --Dallas "I wonder what happened to the rest of the crew. They have dead eyes--seeing and not seeing. Looks like it's been dead a long time. It is quite possible the ones still roaming through the cosmos actually bore witness to their species’ own destruction. like the technology surrounding them Their minds operate on a totally different level. all their tools. CHARACTERISTICS: INT: 9-11 WILL: 7-10 11 REF: 6-9 DEX: 5-8 CON: 9-11 16 MOVE: 4-6 PRE: 1-4 STR: 10-15 TECH: 10BODY: 11- COMPLICATIONS: --Phobia—Xenomorphs—They hate them with a passion but also fear them (Severe) --Obsessed—Destruction/Resurrection of their race (Severe) --Bad Eyes .. The technology is so totally integrated into their lives.... Two arms and two legs makes sense as do two eyes. Their mouths are virtually useless to them as well. became part of their body when they use their--their tools become extensions of their own mind.. They keep to themselves and usually wait to die. "Alien lifeform. Everything else is foreign. they seem to have the capacity to merge with their devices. They are also long lived. ORIGIN LIFEPATH (Superpower PlugIn): Mentalist AND a Gadgeteer specializing in technology and psionics. Bones are bend outward. In many ways. Once again. Fossilized. THE CHARACTERS The rules for making characters can be discerned from the information below. POWER SOURCE (Superpower Plug-In): Self-Created. utilizing powers never before even imagined.Like it exploded from the inside.. Psionic power source. ranges are aware on how alien a non-terran intelligence can be. As theorized throughout history. Isolationist. Very weak in comparison.. Some want to rebuild their race from the ground up. they maybe have two arms and two legs with one mouth and two eyes but that’s where it ends.

The aliens cannot seem to convert Jockey race materials. but found a newer developments in an alternative field. The disadvantage of the substance is that it requires a minor circulatory system similar to a living organism for the bio-alloy to maintain its organic stability. Their hives can’t seem to stay attached and they cannot ingest the materials for . After that came pure regeneration—to heal the damage dealt to it. ENHANCED SENSES High Range Radio Hearing Mental Awareness Spatial Awareness MENTAL POWERS Mental Attack: 8d6 -. Mental Illusions: 5DC. to be flexible and tough at the same time. The first was plastisteel compound found often in mankind present technology—the advancement of building materials with resilience and strength. From there came materials that could modify themselves per the whims of whoever was controlling it. This usually sepia to black colored substance is extremely rigid and resilient and capable of maintaining its shape and regenerating from damage taken. Over eons of evolution past our primitive level gave birth to the Bio-Alloy.Same as Energy Blast above. --Doesn’t need to sleep. it could always return to the original shape it was designed for. The next advancement was the inclusion of memory metals—no matter how much physical damage the compound withstood. --Immune to zero-pressure / high pressure / radiation --Immune to all known human diseases --Immune to all forms of aging. 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. eat or extrete. 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.SKILLS Astrogation: 10 Pilot: Starship: 3-8 Hand to Hand: 2-5 Hand to Hand Evade: 2-5 Ranged Evade: 1-3 Zero-Gravity Maneuvering: 8-10 Engineer: Biomechanics: 10 Tactics: 2-6 Deduction: 4-6 Melee Weapons: 1-5 Perception: 8-10 Survival: 5-7 Heavy Weapons: 3-6 Xenobiology: 7-10 Athletics: 1-4 Melee Evade: 1-5 Navigation: 7-10 Tracking: 8-10 TALENTS: Acute Sense (Hearing) Ambidexterity Blind Reaction Eidetic Memory Double Jointed Direction Sense High Pain Threshold Longevity Rapid Healing Time Sense SUPERPOWERS ATTACK POWERS: Energy Blast: 8d6 Stun damage Telekinesis: STR=8 DEFENSIVE POWERS Danger Sense: Any Attack.

smell. All Bio-Alloy is regenerative. It is a rarely found vehicle accessed by the Biomechanoids to move from place to place on planet. and touch using the craft. The user must remove the suit to enter any other merge. the additional bonuses apply: All the powers of the Pilot are available anywhere on board the ship. Filaments move from the suit into the nervous system of the Biomechanoid. The vehicle has eight spherical pods with don’t rotate but do supply the source of its motive power. It fully encompasses the user with a large transparent cover and Bio-Alloy armor. I have included all the most common devices. merged with the ship. The GM is free to make up more. the Jockey has total awareness of everything that occurs onboard the ship. the suits becomes an extension of the user. The spheres rise the craft above the ground and allows for all terrain travel. Any Bio-Alloy can regenerate 10% of its total damage ever day. THE MERGE The Merge is the pinnacle of the Biomechanoid technology. The pilot not only sees all inside and outside the craft but also can also hear. Refer to the ship for the statistics for it. TRANSPORT SUIT The Transport Suit is a fully integrated Environment Suit capable of limited flight. The Suit supplies full life support and protection for when the Jockey leaves his/her vessel. It allows the members of the race to integrate their minds and body with their tools. It has plug-ins for the energy source for the Light Cannon. this cannot occur. allowing perfect tactile contact from inside the suit. +3 CON +3 Pilot Skill Move = 0 Dexterity = 0 Spatial Awareness SPIDER The Spider may only have four legs that don’t move. making the . spacecraft. Jockey Race Bio-Alloy seems almost totally immune to alien acid. A merged Pilot can remain in the chair for centuries on end. If the power system is damaged. They generate a gravity field that allows the craft to move effortlessly through any environment. While merged. These devices include weapons . and the four unique items listed below. however. Like all other devises. Even though the variety of their technology is endless. but the name still stuck. 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. The Spider can hold only one Biomech at a time. Acid is only half effective. Besides piloting the craft.nourishment or hive construction.

NOTE: Where did this pic come from…well. was to resort to finding biological hosts to carry the new seed. The primary weapon is contained in the cockpit—a turret-mounted plasma cannon. There are no bonuses for this device except for the end result. this was HR Giger’s theorized schematic of the Batmobile from Batman Forever. A new Jockey can be born in a matter of days. 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. but not altogether androgynous. Each arm can extend up to 20 feet and has a STR of 10 each. They can then vanish from whence they came until needed. and successful reproduction so rare among this extremely long lived race.four appendages of the spider replacements for his own. since the species became nomadic.255lbs MANUEVERABILITY: -1 LOCATIONS: STRUCTURE ARMOR MAIN BODY: 5K 3K LEGS: 2K 1K MAX SPEED: 140 ACCELERATION: 45 VEHICLE HARDPOINTS: 1 Turret. PERFORMANCE LOADED WEIGHT: 25. The Jockey Race is generally hermaphroditic. The end result. a quick and dirty solution was required. The rear legs are primarily used for propulsion. it eventually evolved into a last ditch effort in reproduction. The race requires two for reproduction but the decision on who carries and who inseminates is decided at copulation. WEAPONS WA Light Cannon Light Pistol -1 0 RANGE 2 000 1 500 DC 11 9 ROF 20 6 SHOTS 2 000 600 EV -1 0 . This occurred because of genetic degradation in cloning for more than a few generations. if you must know. The Biomechanoid is converted to a female and carries the embryo in an accelerated state. that when they were numbering less and less. but left to continue on its course will result in death. 4 Side weapons BASIC_ARMAMENT: Plasma Cannon (1) Spore Cannons (4) Bonuses: +3 CON Move = 0 Dexterity = 0 Spatial Awareness WA RANGE DC__ ROF SHOTS BR TARGET +1 +1 56 000 4 000 4K 10 (. The front appendages also contain the vehicles secondary armament in the from of two sidemounted. while the front offer the same with the addition of weaponry and articulators. The gestation period is so long. rapid-fire spore cannons. The DNA pattern of the Biomech can be stored in the creator so a new Biomechs can merge and carry the same embryo. the future generations couldn’t carry the original embryo so new hosts had to be found. This massive energy cannon’s long range has been known to strike ships even in low orbit.5k) 1 15 n/a 150 2m 0 Any Ground THE BIOCREATOR Probably the scariest creation of the Biomechanoids was the Biocreator. However. Merged humans can be removed. The Biocreator merges with a Biomechanoid and copies his/her DNA into a new embryo. including human. with minor modifications. Basically designed originally as a cloning machine for the dying race. The Articulators extend like tentacles from opening in the front and manipulate small objects.

A cave of some sort. primary armament. When the race went nomadic at the end of their war. The Jockey can hold onto it with its strength. The carry-all survived through the eons and became the vessel of choice for long distance / long term expeditions.Kane The central hub contains the cockpit and cargo ring. The starboard appendage contains the ship’s flight dynamics. It launches ultra-bright energy bursts that vaporize any substance on contact. The weapon is smaller. the light pistol does have the capacity to blind an opponent but only for 1Dd6 rounds and at a DV 0f 10.A cave! A. The weapon is only one handed despite its mass. all DEX and REF skills are reduced by 4. The ship operates from anti-gravity generators similar to the ones on the Spider ground transport. It is assumed there were once possibly hundreds of different designs the race used in the exploration and conquest of deep space. and sensor array. The Cargo ring is a series of honeycombed compartments of amazing size that can carry a large assortment of supplies. I don't know. but it's like the goddamn tropics in here! -.. the carry-all became the ship of choice. CARRY ALL The Carry-All is the massive vessel the Biomechanoid’s use to transport great distances. While blinded.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. The Carry-All requires a single pilot in the center to operate and most consider any passengers a hindrance. but well. LIGHT PISTOL: Like the heavier counterpart. The primary generators are on either side of two large appendages.. "I don't know. Anything with eyes within 20m must make a CON roll and overcome a DV of 15 to avoid being blinded for 2d6 rounds. The port appendage contains the power generators with 5 exhaust nozzles pointing forward for the terraforming generator (see later). but oddly shaped in comparison. It is one handed but less encumbered than the cannon. The cargo varies from . It fires from two receptors on a curved plate on the front of this stubby weapon. The Jockey is immune to the flash but most others aren’t.

thickening and converting it to a high methane / chorine / oxygen buffer. If terraforming is accomplished from orbit. This includes first adapting the topsoil and the organic life and then converting the atmosphere. The pilot also had access to the ship’s secondary weapon from that position. taking the size of the planet into account. The turret cannon can fire directly through the canopy without damaging it. The Carry-All has the capability to alter its surrounding. FTL Crew: 1 Pilot. The port appendage serves a variety of purposes but it does offer some strange abilities. The rest is reserved for cargo and living space. The Carry-All only rations about 20% of their space to flight systems. All ships have a –2 to hit this ship with energy weapons Range: Orbital: Unlimited FTL: Unlimited . Most terran ships divert almost 70% of their space to systems. This whole process can take years. and then the ground. very hazardous to most carbon-based life. where the pilot lived for most of his life. hard material similar to the plant life on the Jockey Homeworld.people to ships to xenomorph eggs. they just have to be re-combined. Above is the Jockey cockpit. When landed. making it more compatible with the bio-alloy. Each module can open underneath and drop to planet safely via gravity generators at the foot of each module. Simple forms and plant life are converted into the dark. The Cargo hub is 250 meters in diameter. The materials already have to be there. SYSTEMS: Variant Carry All Body 35 WT 55. freezing the cargo in time.000 Arm 10 MV -5 Move 100 Mach 2 Orbit 15 SR n/a Communication range: Orbital. Above the pilot was a large canopy. The craft from Port to Starboard. Stasis fields can drop. This process can only be accomplished on worlds with already existing atmospheres with oxygen content. the entire planet could be adapted this way. it can convert the terrain around it to match the biomechanical landscape of the Jockey Homeworld. Evacuation: 1 Spider Armament package: 1 Transport suit with Light Cannon and Pistol Bonuses: Invisible to all radar. the only place where the pilot can see the stars with its own eyes. The Canopy is opaque but only from the outside. This process is usually reserved for those Jockeys trying to repopulate their civilization. Given enough time. It knew everything that occurred on board the ship. The primary weapon is a massive Light cannon that can disrupt many large ship’s systems and destroy smaller ones. The ground is hardened and blackened. then organic life. Life Support for 2 000 in Cargo Maneuverability: +10 dodge of guided missiles. is less that 500 meters across. All major forms of life die from the atmosphere change. The ship is surprisingly small. the atmosphere is adapted first.

Once programmed. 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. it has no desire to reproduce. black. There is no hive structure. It seems obvious that these creatures were designed first and that the aliens we are aware came after. The creature is assembled from scratch and implanted with instructions on what to do. these creatures never rebelled against their masters because they were never programmed to be offensive. 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 . It seems apparent that these mutants were never mutations but a totally redesigned organism.FTL Speed: 0. Basic_Armament: Turret Cannon Main Gun WA RANGE DC ROF BR TARGET NOTES +3 -1 70 000 350 000 1K 7K 6 1 10m Air 150m Any Same as Particle Beam THE MUTATION / PROTOTYPE The mutation either is the next stage of the xenomorph organism or a prototype design. a separate purpose organism designed for an ulterior motive. However. it can only be reprogrammed by someone who can access its biological programming. or person. as it was called. 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. It is said that the ships and weapons are all mindless organisms. both are large. craft. and single-minded in their purpose. Evidence seem to point that is neither. and more intelligent compared to an alien drone. It is usually kept alone or sometimes paired up to defend a certain installation. They are totally designed from a defensive standpoint. It is a very difficult task to reprogram since it entails removing the creature’s brain and biologically reprogramming the synapses. It could be possible that the Biomechanoids have fashioned different organisms for every facet of their lives. This biological programming is done when the creature is created. usually in a large vat in a lab either on a planet or on a ship. stronger. Both are very violent to their opponents. armored. 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. based on this successful design. They bare many similarities to the offensive creatures encountered in the Terran systems but are created from a totally different template. The Mutation. The Prototype is larger. except these are bent on destruction. no central brain nor a desire for expansion.85 ly/day Cargo Slots: 10 Hardpoints: n/a Weapons are fixed. However.

They can never be fatigued or stunned. It takes more than 800 lbs. Its head is a long-formed snake-like neck with an end formed with spear-like teeth. In a one-on-one fight. but can create. SENSES: The prototype uses motion and pressure senses to locate its enemy.2 K) ED: 20 (0. GROWTH: A prototype has no pre-designed lifespan and can exist as long as there are sufficient supplies to maintain its own biomechanical cells. they are responsible for making up the difference. these prototypes will not retreat from fire . their own mutation be converting biological life and then reprogramming a brain on a copy of their own. If the number is greater. The brain is located in a large skull-life formation. Their special abilities follow. They can remain perfectly still and immune to motion sensors unless they decide to move. It has long legs and arms that end in many fingers with long digits. PROTOTYPES DO NOT HAVE ACIDIC BLOOD DETECTION: Prototypes are invisible to infrared and therm-optics. of bio-mass to create a mutation and the process can take more than 48 hours. 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. All normal detection systems are normal.5 K) STUN: 120 SD: 30 REC: 30 WEAPONS: Range: WA: DC: SPECIAL Teeth Claws 2m 1m +1 +1 9 6 Can also grapple / armor piercing Can also grapple . Endurance. and Luck. Therefore. It can also use smell and hearing as well. the group will remove the straggler. OTHER ABILITIES: Prototypes are immune to all other psychological problems as well as all known diseases. Electricity has only a half to crack it. and all Gases. in the trunk. Even then it is no guarantee that the implantation would be successful. BODY: The skin is immune to all atmospheric effect including zero-G. the following characteristics are not applicable: Humanity. These creatures cannot necessarily reproduce. 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. If under the limit. The unit is also programmed only to allow a certain number of fellow mutations around it. There has never been a report of a prototype breaking its programming since there is nothing below it. Unlike other creatures. if he could ever get the creature to stand still love enough to have its brain removed. It does not use air as we know it. All Characteristics not listed are assumed to be One. --Mind Control is possible but hard. It is also immune to radiation. PSIONICS (OPTIONAL) --Prototypes can talk mentally with their Jockey masters and answer to their call easily. It needs air to produce sound of course and also maintain temperature. Stun Defense is given a very high number. but it has no form of visual senses. --Prototypes are immune to Mental Illusions and Mind Link. from the ground up.7 K) KD: 18 (0. It cannot be blinded in any way.

Though not cloaked like the hunters. This time. rabid animals. they were real. EACH PREDATOR SHIP IS EQUIPPED AS FOLLOWS: 1 -. This doubles speed and # of attacks. each carrying the obsession of the hunt. all Predator ships have radar shielding. Predator ships can travel in any environment including flying to almost to the chronosphere of the sun and even underwater. we were aware now.Radar blanketing. Graceful and deadly. forever being the prey to these hunters. Now. 3 – Turbocharger. They continued their search for symbols of their superiority. Razzia) 2 – Ghost Imager. We encountered them on occasion through the eons. and left with trophies of their victories. Missiles have a –4 penalty to hit. They were alive. No more would we assume their hunts were the acts of cultists. . 5 – Environment Protection. However. All ships can boost their systems for three rounds. we were prepared… …but so were they… SHIPS They came down from the sky in ships of ivory. killed in secret. All Lasers do half damage (does not apply to Plasma weapons). They stalked in shadows. seemingly unchanged over the centuries. This can only be done once per hour. these tribal creatures.PLUG IN: It is unsure how old they are or where they originated from. and they were looking for prey. 4 – Reflective coating. or devils. Bougainville. as mankind spreads throughout the universe. They cannot be seen by any scanning system with the exception of gravity sensors only equipped on military vessels Conestoga class an higher (Conestoga. All ships can confuse missile targeting systems. They had a name…yautja. have resurfaced. They appeared throughout recorded history.

It lands and can then bury itself in the ground or launch into orbit. 8 – Self-Destruct. If set by the Predator or if he/she dies. life sensors—pretty much everything Star Trek vessels boast to have. invisible to sensors. They can drop a Hunter on a planet then retreat into orbit and wait for the signal to pick up. The ship does not explode. The Hunter must arm this system by remote or directly on the ship. They have no visible power source. Some form of chemical reaction occurs which eats away at all components. only holding air and food for one Hunter with enough extra capacity for a comfortable number of trophies.6 – Remote Operation. Predator drops occur twice as fast as Marine drops. NOTE: The Shuttle is that small craft that broke away from the larger vessel at the beginning of the 1st Film. Additions: Medkit Evacuation: None Armament package: What the Hunter/s carries with him Range: Atmospheric: Unlimited Orbital: 100 AU Cargo Slots: 0 Hardpoints: 1 Armament: Usually one Plasma Cannon . They can autopilot in an atmosphere and in orbit as well as between systems. 1 MV -3 Move 200 Mach 2 Orbit 11 SR 20 Communication range: 3000 Crew: 1 Pilot. The explosion will destroy EVERYTHING within 1-km radius and will cause 20 K the next 100-m dropping by 1 K every 100-M past that. dropship-craft designed for a quick. atmospheric interception and insertion of a single hunter looking for honor. 7 – Mass Destruct Sequence. this is a major scramming of the reactor that results in a major thermonuclear reaction. Other than that. The Shuttles are also significantly smaller. Maneuverability: +1 Dodge in space. Similar to the self-destruct sequence. They cannot fire automatically but can dodge an their own. after a completed mission. Predator ships can scan enemy craft with extreme detail. The ship is very clunky with few armaments. Life support for 6 personnel. Shuttles drop almost exactly like Marine dropships with the exception that Shuttles offer very little in atmospheric maneuverability. They are short range craft and cannot travel outside of the system they are dropped in. leaving no remains. the shuttle is not much use. This involves specifying weapon systems. STATISTICS Variant Shuttle Body 2 WT 20 Arm. NER’UDA (STANDARD SUTTLE) The Standard Yautja Shuttle is a small. launches out of the atmosphere in less than two minutes. but simply vaporizes. 9 – Targeting Analyzer. awaiting the order to self-destruct or retrieve its hopeful successful hunter. the ship automatically disintegrates. The vehicle drops into the atmosphere and doesn’t even begin breaking thrusters until 2000 feet above sea level. The shuttle.

ready to strike. The aliens can then spread and start their own hives. Upper decks are command and upper castes. they search out well-populated areas and then soft land and wait for curious investigators. STATISTICS Variant Man’daca Body 10 WT 250 Arm. Those who have earned it rise up. The most honored command the vessels to their new hunt. The vessels themselves sometimes contain chained alien queens as a source of their eggs. the ships become more distinct from the original format. trophies are displayed. Over generations. These vessels are equipped with shuttle craft to drop Predators in a hunt but they also have a dozen eggdroppers. When a large enough infestation occurs. Lower decks for lower castes are damp. 4 MV -5 Move 150 Mach 2 Orbit 20 SR 500 . The droppers follow the progression of the infestation. The Standard vessel is what the hunters usually employ but they don’t often land in hunting zones unless larger groups leave. and unkempt. humid. they can also start one. If they don’t find one. The drones then blossom to reveal from 612 eggs. There. alerting of the sprouting hive. Fights rage between the castes in an attempt to move up the ranks. the dropper transmits a homing beacon to its mothership. Standard vessels have an effective unlimited range but must stop and charge its engines for one week after its range is used up. Fights rage. All evidence points that these vessels maintain themselves somehow. Fires are used for cooking and hunters sleep on floor. The eggs are kept in isolation and cannot open accidentally unless removed from the pod. Even the variety of weapons seems maintenance free. Members from all castes live inside the craft.MAN’DACA (STANDERD CASTE VESSEL) The Hunter Families move around the systems usually in these ships of varying size and design. It is unsure how long these vessels travel between service checks or even if they require service checks at all. It is rumored that each group customs their own craft. Upper castes have their own quarters and get the best food. These drones can travel up to a half a light year to enter a planet’s atmosphere. Whole communities rise and fall in the decks of a Hunter Vessel. The vessel can now arrive for the hunt. The bottom decks are slums. Weapons are fashioned. The mid-decks form the core of operations.

. It is rumored that a handful of these bases are even located in Terran space but outside normal spacelanes. Maneuverability: +2 dodge in space. They let the smaller vessels do that. and acquire new devices and weapons. They await until the moment they can gain the strength to return to the hunt or they wait for their death. Atolls don’t often move but often drift when they need to between systems. no honor can be achieved from attacking an Atoll. FTL Crew: 1 Pilot. Like Man’Dacas. They hardly ever enter systems on fear of being located. making it virtually impossible to find in the expanse of space unless you fly another Hunter vessel. Here. they are totally invisible to all sensors. the Atolls have slums and upper castes separated between decks. Really Big. there is just a lot more of them. and fight. warriors can seek out mates. but is rather used a mobile town where Hunters can dock with and gloat about their trophies. interact. +4 dodge of guided missiles. They never initiate hunts.7 ly/day Cargo Slots: 2 Hardpoints: 8 Basic Armament: 4 Plasma Cannons 3 Particle Beams 1 Heavy Plasma Thrower JAG’D’JA ATOLL (STANDERD MOTHERSHIP) The monstrous Hunter motherships are mobile bases which have been rumored to exist but which no human has ever seen. Like the other craft. Atolls only contain a handful of their own craft and operating crew but most that wander through the systems can have up to 500 people moving in and out at any time. fight for honor. Space is big.Communication range: 10 000. Atolls don’t often have Egg-Drones but do usually have live queens on board to distribute the eggs to whoever needs them. Some have large numbers of the homeless dishonored with no place to go. These vessels all have beacons to locate a nearby Atoll. Bunks for 30 passengers on the upper decks. (not including the automatic bonus above) Additions: 12 Egg Drones Evacuation: 4 Shuttles. Life support for up to 100 personnel. These ships hardly ever move into direct fighting with any other force. Range: Atmospheric: Unlimited Orbital: Unlimited FTL: 20 FTL Speed: 0. They are totally independent craft where a variety of smaller vessels can dock. Even though sometimes-smaller vessels fight among themselves. 1 Gunner. Average crew is around 50. move around.

the target is still hard to see. the perfect camouflage is needed. If someone is firing blindly (having not seen the Hunter yet) there is an additional –5 penalty. If spotted. extremely rare. 90 crew bunks. Uniform terrain (Ship corridors. Life support for up to 1 000 Maneuverability: +6 dodge of guided missiles. TYPE Camouflage Device Hunter Padding Hunter Armor Ceremonial Armor Hunter Mask Audio Waveform Analyzer Bio Helmet Mediket Laser Sight PD EKD EV SPECIAL -10 16 20 25 -35 ---2 8 15 10 -15 --0 0 --2 0 0 0 0 0 Camouflage --1 Acid Resistant HONOR 10 2 4 6 1 1 4 2 2 -See below Acid Resistant Medical Supplies +3 to Hit NOTE: It is assumes all devices not armor can take 10 SPD before becoming inoperable. No matter what conditions apply. FTL Crew: 1 Navigator. The black market cost of this weaponry in human circles is the honor x 100 000 but are extremely. Also. Basic Armament: 2 Plasma Cannons 3 Particle Beams 2 Heavy Plasma Thrower EQUIPMENT NOTE: “HONOR” is described later as the cost required to acquire weapons. (not including the automatic bonus above) Evacuation: 8 Shuttles.STATISTICS Variant Jag’d’ja Body 25 WT 95. Every Warrior is given these techniques. he becomes invisible. etc) offer an additional –1 but a . unless stated otherwise. CAMOFLAGE DEVICE: To hunt successfully.000 Arm 10 MV -10 Move - Mach - Orbit 8 SR n/a Communication range: Orbital. there is always a –3 to hit anybody with active Camouflage. 2 Cast Vessels Range: Orbital: Unlimited FTL: Unlimited FTL Speed: 0.5 ly/day Craft Slots: 8 Cargo Slots: 8 Hardpoints: n/a Weapons are fixed. This arm-mounted mechanism is the source of the unique capabilities of the hunter to render him virtually invisible. It works by creating a strong field which bends light around the Hunter—only the distortion of the bend causes a slight visual apparition which can be spotted on a Competent Difficulty role (DV-18) if actively searching and a Incredible difficulty (DC-26) if not. Perfectly mirrored with his surroundings. the terran behind also plays a factor. There is another –2 added to that if the Hunter is NOT moving.

ON NOT MOVING MONOTONE TERRAIN “BUSY” TERRAIN UNNOTICED -3 -2 -1 -2 -5 The device is usually mounted on the arm and can only sustain about 30 SPD before going offline. the unit fluctuates. This includes only concealed weapons like retracted claws and collapsed spears or other weapons kept hidden by packsacks and so forth. This is the closest they get to flight suits. etc) offers an additional –2 penalty. the weapon is visible. Once extended or revealed. HUNTER PADDING: This is basic armor given to new warriors trying to attain a position in the upper castes. bringing the penalty down by –2. Only mounted weapons are effected by the cloak. The GM has to already slap a DV penalty depending on range. and the environment (usually between 14 and 18) and then +12 onto that. going on and one. The padding is a basic mesh that doesn’t offer much more protection to the thick hide of the Hunters already. HUNTER ARMOR: Hunter armor is the equivalent to the Marine M3 body armor. . The armor is light and maneuverable but it’s still vulnerable to heavy strikes. At 10 SPD remaining.“busy” terrain (forest. which offers protection where you need it the most. EG: A marine trying to fire blindly at a hunter remaining perfectly still in a forest has a –12 to hit him {-3 + -2 + -2 + -5 = -12}. Most are designed like armored jump suits meant for casual wear in the corridors of their dark vessels.

This makes the armor very efficient when fighting the hostile species. Ultraviolet. Thermal Imaging. MEDIKIT: Predator medical technology is short on pain killers but highly effective. He/She stands out from the group as a proud symbol of honor and leadership. always the leader. This interchanging plate armor is somewhat clunky. There is a +2 to a Language skill. However. . BIO HELMET: This is a total upgrade of the helmet when a warrior has attained enough Honor. The Analyzer can also imitate previous words spoken to it in an effort to communicate with alien life forms. Using it. It can also has switches for x-rays and Microwaves. Bio Helmet in any one setting adds +2 to Awareness. After that. A simple 5 round procedure can heal half his/her REC. It has a built it Magnetometer and a Geiger Counter. the ceramic plating is composed of a totally foreign compound which seem totally immune to the alien acid. It does not offer the radical spectrum viewing seen from upper caste warrior helmets but only head protection and atmospheric support (gas filter to adjust atmosphere gases to a breathable buffer substance) AUDIO WAVEFROM ANALYZER: A function of the bio-helmet that must be bought separately. the Hunter gains a +3 to hit with any weapon being used. Any more past that requires returning to the craft and gaining medical aid. the bonus to awareness rises to +8. The Helmet can filter through five settings: Infrared. Ceremonial Armor is only found on one hunter per combat team usually. LASER SIGHT: The Laser sight is an advanced tracking and aiming sight that works in conjunction with any weapon but is primarily designed with the Plasma Caster.CEREMONIAL ARMOR: Usually only reserved for the upper castes and the elders. HUNTER’S MASK: This is the basic Mask worn by lower caste warriors. All Hunters with this get a +2 to initiative to strike first. offering more dazzle than heavy-duty defense. There is also a +1 to hit any target (added onto the laser sight if that is being used). an additional hour will recover a full REC. These offer almost unlimited viewing scale to see anything in almost any environment. The Helmet also offers more protection than the basic and is also acid resistant. A flux in the displayed waveform indicates the presence of an enemy that may or may not be in a Warriors line of sight. If viewing through all settings. Low-Light Amplification and Air Density Pressure (movement). A First Aid roll is still reacquired. the Waveform Analyzer reacts to changes in the audio environment. It takes one phase to switch from the five settings. It also works with the Laser Sight to lock onto targets.

2 Handed 1H – 1 Handed AP – Armor Piercing (half armor) AR – Acid Resistant ENT – Entanglement * -. 1H AP. taking up a hand which can be replaced by melee weapons. see below SPD OF WEAPONS WEAPONS Scattergun Dart Gun The Wrist Blade The Combi Stick Shoulder Plasma Caster Side Blade SPD 15 10 20 30 20 15 WEAPONS Naginata Net Gun Acid Resistant Claws Smart Disk Self Destruct sequence SPD 1k 10 40 30 20 NOTE: There are no ammo capacities for those weapons listed. Most prefer the shoulder mounted plasma caster. The weapon is. very clumsy. taking half DC. Any target two meters or closer to the hit target must also dodge or be hit as well. 1H. When out. . AR * 1H ENT AP. 1H AP. a new weapon must be purchased. 2H.WEAPONS PERSONAL WEAPONS WEAPONS__ Scattergun Naginata Dart Gun Net Gun The Wrist Blade Acid Resistant Claws The Combi Stick The Smart Disk Shoulder Plasma Caster Self-Destruct sequence Side Blade STR WA RNG DC ROF SHTS HNR NOTES 3 5 3 2 2 2 4 2 0 0 1 0 +2 +1 0 +1 +1 +1 +2 +1 0 +1 2 000 3 1 000 100 1 1 30+* 300 2 000 0 1 8 7 3 2 4 5 6 8 10 6k 3 6 1 3 1 1 1 1 1 3 * 1 60 -30 3 --1 -60 1 -6 8 2 1 2 3 5 7 7 10 1 1H AP. unfortunately. SPACECRAFT WEAPONS Weapon Plasma Cannon Particle Beam Heavy Plasma Thrower WA RANGE DC -1 -5 -2 40 000 350 000 100 000 3k 0* 8k ROF 2 1 1 SHOTS BR n/a n/a n/a 4m 40m 0m TARGET Any Any Any DESCRIPTIONS SCATTERGUN: The Scattergun is a hand-held plasma gun that fires a net of energy out to a long range. 1H AP. AR * * AP 2H -.Special. AR.

these retractable blades are effective against large and small opponents. the damage increases by 1. This keeps up until the subject is released or is killed. although most have upgraded to the… ACID RESISTANT CLAWS: These are almost identical to normal Wrist blades. The net gun is not a kind weapon. The weapon is small and easily concealed. and are totally immune to all forms of damage including alien acid. making an escape a painful experience. still empty this weapons. If the person tries to struggle. sharpened tips on either end produce electrical charges as it slices through any surface. It is a beautifully. however. DART GUN: The Dart Gun is the closest Predator equivalent to a pistol. Every round the victim is in the net causes an additional 2 DC. making it a formidable weapon for close range attacks. They are the recommended first weapon because of their effectiveness and cheap cost. When the weapon strikes. The Combi-stick extends by two meters at each end . Those who have fought for many battles usually have made this simple upgrade. The net usually pins an victim to the floor or a wall with razor sharp wire that viscously cuts into the flesh.NAGINATA: The Naginata is part weapon. Using it shows the yuatja pride. double edged. The Naginata is an image of Honor and demands respect when brandished. Made of nearly unbreakable alloys. . The net can also release on a trigger from the weapon. In fact the housing is the same. It fires self propelled flachetes which inflict little damage but do come with a poisoned tip which inflicts an additional 4 DC if the subject is wounded directly (through armor). Twin blades. WRIST BLADES: The Wrist-Blade is the weapon chosen for most yautja. because they must fight face-toface. Each end is a super sharp collection of knives causing devastating damage if struck upon a hapless victim. NET GUN: The Net Gun is small and usually reserved for when a Hunter is planning to enter a major combat area and the temporary incapacitation of a subject is necessary. These new blades are only a inch longer. part ceremonial trophy. it becomes visible. The damage is only slightly more though. The blades are virtually indestructible. Those who have fought for years. THE COMBI STICK: The Combi-Stick is self-powered. plated. telescoping spear that is merely one meter at its shortest length. The range increases by double the STR of the thrower. and encrusted pole arm with double bladed ends. and sharp enough to tear through bone. The Naginata also has a conducting field which allows it to be cloaked when in hand. The blades can flawlessly cut through almost ever substance and is totally immune to alien acid. The net needs a blade to be cut and required more than 15 points of damage to break the wire.

THE SMART DISK: The Smart Disk is thin and ultra light. with them you learn by doing. awaiting pickup. It causes 6 K damage to everything 100 meters out and causes 1k less ever additional 50 meters. It seems reasonable that more females in a clan means they can control a larger area. SIDE BLADE: This is a standard 12-inch blade common with the lower castes. If the last attack is used in an attack. therefore disks are not given until proven they can use it wisely. This internally powered airborne weapon is crafted of materials that produce the Combi-Stick. The disk will continue on its flight path and can make one turn for every WILL the thrower has. SELF-DESTRUCT SEQEUNCE: This weapon of last resort is used by warriors to keep the honor when they die. the most powerful aid in a Warrior’s arsenal. the hunter can move about and even fight. It would be easy to . Predators aren't big on theory. the limb is severed. The device becomes part of the armor suit and can be disabled. making another attack immediately after the last one. When thrown. sometimes as long as 300 years. While the disk is airborne. This takes one round where it can be thrown the next. the disk will fall to the ground. It can be used with the Laser Sight to increase the targeting capacity. This longevity suggests that sons live with their mothers for much longer then we would before leaving. The weapon must be attached to a Hunter’s Mask or a Bio Helmet for this to work. easily slicing through an opponent with its devastating razor edges. SOCIETY Perhaps one of the most pronounced differences between us and them is longevity. grandmothers etc. The weapon tracks with the head movement of the firer. daughters. The Elders decree that the concentration needed to retrieve a combatstandard disk is not present in minds of young yuatja. After the arm-mounted device is set. The destructive power unleashed by these bursts is immense. and daughters stay with their mothers for the protected environment to raise their own children and maintain dominance over their clans territory. there is a one-minute countdown until a micro-nuclear weapon is detonated. SHOULDER PLASMA CASTER: The Shoulder Cannon. mothers. They are also viciously and relentlessly protective. is a mounted and lightweight weapon capable of firing multiple long-range energy bursts. If the blade strikes a limb and causes double the capacity the limb. Mothers during this time would teach their young to fight and survive and they hunt for and protect their own children. for it takes longer for them to grow up and fend for themselves. One last round of its use must be used to bring the disk back to hand. it will leave the thrower’s grasp and do severe harm to anything living in its flight path. A female clan would thus be made of succeeding layers of generations.

They have earned more kills than the average hunter and are ANCIENTS / ELDARS: The greatest Yautja that have ever lived. Should the need to enforce this arise however. Females rule. They will move to the next rank after their first hunt. BLOODED: The only difference between the BLOODED and the YOUNG BLOODS is that the BLOODED have more experienced but still not classed high among the great hunters. They are young and full of ambition and feel full of pride once they have collected the skull of their kill. are the territory that they carry with them. Such males would most likely kill themselves in such a situation. and perhaps choose favorites. Basically. Perhaps to show their ability to protect their territory. 4) Opponents virtually in situations of feebleness (or maybe pregnancy and other things) may be spared. there are many males who never get the chance to breed. but also her sisters. THE YAUTJA CASTES UNBLOODED: Young Yautja who are trained the skills necessary for their adult hunting. only their derision. Predators have a matriarchal society. Females of any species were usually smarter then the males. The Top Dogs. Assuming the warrior was armed and expert. males do not involve themselves with female politics and females are uninterested in male socialization. it takes a lot of energy to raise a child. plus the fact it is very amusing to them. . the role males play in their society. A second windfall of this accomplishment is the admiration of their clan brothers that they spend most of their time. But this is entirely speculation. They have hunted so much that they look for other means of sport. Dominance may certainly be a factor yet it is doubtful if it is the only reason. that is postulated. Basically. It seems reasonable that only females would ritually castrate. the male would not only be against a female physically larger then himself. but also any rank he may have had in male society. they have survived a thousand hunts. Females DO hunt for trophies but it may be for somewhat different reasons then males. Considering longevity once more. for it is the male who must attract the female. males live in packs of generally unrelated males and females live in clans of related females and their children. for an insulted and angry yautja female was not something even a not-too-wise male wanted to create. not only does it eliminate his chances of continuing his line. A warrior who would dare such would not be wise. Sons would be more interested in who their fathers were then daughters. To conclude. for it may reflect their rank when they leave. is keeping any outside race from interfering with the internal affairs of theirs. but that their home is what they carry with them. status. males hunt for one reason. they intimidate other races into submission to protect their females breeding grounds. Rarely is it ever needed to be enforced however. Yautja females were bigger then males. males giving each other the respect of killing their opponent instead. The brethren of this unfortunate male would offer no support. but do not have permanent pair bonds. Their ships for example. buds are the rivals in a vicious war. 2) An opponent has to be matched equally in the available weapons. and so individual females would probably only have a child every decade or two and would be very particular about who was to be the father. HONORED: skilled in all ways. But the males who do breed have proven themselves by hunting dangerous prey and gaining many impressive trophies. Considering this difference. In this atmosphere of high competition for breeding rights among males. 3) The bugs are not opponents to be dealt honorably. These frustrated males may turn on their subordinates. The Predator species code of honor: 1) Defeat equals death. solo hunters with high Yautja technology. both their own and their sisters. it might almost be an even match. There is always the threat of castration for males.consider such a clan would be led by a single matriarch. Perhaps to show ability in protecting their children. Males conquer. respected. WARRIORS: Violent. They travel the Universe to find honorable hunting. Since females rule over their territory and generally run internal affairs. The nomadic nature of males suggests that they have no ‘home territory' of sorts. and their mothers and grandmothers etc. Perhaps just for a laugh. from enemy female clans. YOUNG BLOODS: Recently blooded Yautja. This leads to very high competition among males. It is a gray area why females would hunt for trophies.

ARBITRATORS: Hunt. --Enemies are common. this mark is awarded after the first hunt. The mark can only be given by Elders. Class. 5. Failure means death.THE BLOODING A ritual where a young Yautja goes on its first hunt. This mark is the shape of a wide lightning bolt. Ceremonies often occur but most of the time.Middle Class. 2 – Very Poor. Please note that it would be very hard for a Predator to run properly in a marine group. --A Predator group hunting aliens in CL 1-6. --Every time “Something Good” happens: +1 Honor --The Membership roll (5) adds 1 to the Family attribute (max of 10) --The Windfall (6) roll adds +1 Honor --Every time “Something Bad happens: -1 Honor CHARACTERICTICS: --75 points allotted --There is a new Characteristic… FAMILY: This is the same as the old “Money & Family” from Mekton 2 that determine the status of the lineage and the Hunter’s current status when starting character creation. The Predator gets one HONOR for every point in FAMIILY. or 6 is possible. are much stronger and much larger than a human. Yautja police that mainly consist of ANCIENTS who are bored with the RITUAL -. LIFEPATH: --GMs discretion…be inventive. --Don’t roll for Family Status…go right to childhood events. MARK OF HONOR: All Predators that make it to Young Blood have a mark burned into their foreheads to denote their position as successful Hunters.(see below) The following steps should be taken to make a Predator character. 4 – L. --A Predator group hunting marines CL 4 and on. But many ideas are available: --A Predator in a Marine group in CL 5. 5-6 – Middle Class. 9 – Wealthy / Low Noble. 7 – Middle Class. 10 – Wealthy / High Noble . All who have this mark is recognized as a true Hunter. MAKING AND PLAYING A PREDATOR Predators. --A Predator group in CL0 –SELF CONTAINED GAME -. GMs discretion if he wants to evoke a 1-3 Family penalty if their is a bad childhood.5. 8 – Upper M. 3 – Poor. so their Characteristics are different. --A romance may simply mean a mating. The difficulty of this hunt depends on your standing amongst the community. of course. while success means you are marked on your forehead.

The following skills are available --Starting characters have a +5 ceiling to all their skills. The GM can consider up to 60. Unless they are Warriors (Family of 10). . PERKS & PRIVELEGES NONE WHATSOEVER (See below) MENTAL POWERS PLUG-IN (Optional) Certain skills should be banned: Mental Attack Mental Defense: Telepathy No one should have a skill above +1 at the beginning of their character. This should be enforced by the GM.MAX STATS ARE AS FOLLOWS: INT: 9 WILL: 8 PRE: 5 TECH: 8 REF: 11 DEX: 10 CON: 11 STR: 13 BODY: 13 MOVE: 10 FAMILY: 10 --Predators get a thick skin armor equal to their BODY. --No Templates. when the ceiling rises to 7. OPTION POINTS: --50 points allotted. Only one PC should have these skills and also consider not allowing it until later in the game. Astrogation (INT) Demolition / Disposal (TECH ) Engineer: Aerospace (Predator Ships) (TECH) Tactics (INT) Acrobatics (DEX) Climbing (STR) Contortionist (DEX) Deduction (INT) Electronics (TECH) First Aid (TECH) Hand to Hand Evade (DEX) Leadership (PRE) Melee Weapons (DEX) Mimicry (PRE) Perception (INT) Riding (DEX) Sleight of Hand (REF) Survival (INT) Tracking (INT) Ranged Weapons (REF) Paramedic (TECH) Pilot: Predator Ship (DEX) Weaponsmith (TECH) Athletics (DEX) Concealment (INT) Cooking (INT) Disguise (TECH) Expert (INT) Hand to Hand (REF) Languages (INT) Mechanics (TECH) Melee Evade (DEX) Navigation (INT) Ranged Evade (DEX) Shadowing (INT) Stealth (DEX) Surveillance (INT) Zero-Gravity Maneuvering (DEX) TALENTS No restrictions.

MARTIAL ARTS PLUG-IN None HONOR Honor is used both as a way to move up in the ranks and as a method of currency. Predators don’t use money and the use of Honor is a very vague field.3 HONOR: 0 MEMBERSHIP: 1 AWARDS: None YOUNG BLOODS FAMILY: 4 . friends. Honor must be achieved. Honor is bestowed to a character upon creation to spend on equipment and weapons. Even if a Predator has 0 honor after the creation of the character is complete. Moving up in the cast offer many perks listed in each caste. The fastest way for a Hunter to move up is to win victories in hand to hand only…but most don’t survive this long. If Honor is kept and improved. To move up in the ranks and acquire more weapons. Honor can only be achieved by bringing back trophies to be shown off. it takes longer to move up to the next caste. that’s all she/he’s got. --Hunter Padding (Or trade in for extra honor) --+2 OP BLOODED FAMILY: 7 . MEMBERSHIP: The equivalent Membership in the Yautja society AWARDS: In the form of mates. UNBLOODED FAMILY: 1 . to be accepted in a caste requires a Predator to fight someone of the upper rank and defeat them. they may reach a level where they can move up in the castes. equipment. Those who start at this level get the awards from the previous castes as well. the Honor of their family denotes where they start in the caste. The Predator may give up trophies (and honor) in exchange for weapons and passage. When the character starts. and followers. HONOR: The Honor reacquired to attempt to reach this Caste.9 HONOR: 10 MEMBERSHIP: 3 .6 HONOR: 3 MEMBERSHIP: 1 AWARDS: --Acceptance by others. Basically. FAMILY: The automatic assignment for starting Predators. If the Hunter kills enough for fifty honor but only has ten Honor in trophies. Perks. Course. Privileges. the Family standing keeps him/her in that caste. and even weapons. weapons. A Predator does not need to show off his Honor by walking with all the trophies under hand but rather show them off by visible markings. However. Of course.

--Make two friends (Like a brother / sister in arms who will die for you and you the same) --Renown level 6 --Leadership skill +2 --Family set to 10 (if not already) ARBITRATORS FAMILY: n/a HONOR: 200 MEMBERSHIP: 10 AWARDS: -.+5 OP --“Love & War” Lifepath roll.+5 OP --Make a friend (Like a brother in arms who will die for you and you the same) WARRIORS FAMILY: 10 HONOR: 30 MEMBERSHIP: 5 AWARDS: --Hunter Armor --One Shuttle --1 Bio Helmet (Or trade in for extra honor) --Acid Resistant Claws (Or trade in for honor) --+ 5 OP --Make a friends --“Love & War” Lifepath roll. the mating is done. Either way. “Happy love Affair” results in +1 Honor and a 50% chance of a child. Either way. --Make a friend --Renown Level 3 --Leadership skill +2 --+ 1 family (max 10) ANCIENTS / ELDARS FAMILY: n/a HONOR: 100 MEMBERSHIP: 9 AWARDS: --One Standard Caste Vessel --+5 OP --“Love & War” Lifepath roll. Either way.AWARDS: --Wrist Blades (Or trade in for extra honor) -. “Happy love Affair” results in +1 Honor and a 50% chance of a child. --Renown level 9 . the mating is done. “Happy love Affair” results in +1 Honor and a 50% chance of a child. HONORED FAMILY: n/a HONOR: 70 MEMBERSHIP: 7 AWARDS: --Ceremonial Armor (Or trade is for honor) --+5 OP --“Love & War” Lifepath roll. the mating is done.

because of the high honor of honored and elders. the chances of them being dishonored in this nature is virtually impossible. having traded them off for newer trinkets. Otherwise. They cannot be reduced to another caste…the Predator is forced to endure discomidation. He is never removed from his caste. this Predator is left with his clothes and maybe a side blade on a planet to live the rest of his life without . he must either face consequences or be outcasted. Stripped of his honor and banished. If. If they continue to loose. however. this Predator is no longer allowed in the Caste. it is considered only 1 *** Another Plug In **** Combat must be approved by the opponent. Obviously. They may have weapons and armor but no trophies. Eventually. These dishonored live without quarters in the slums of the ships. If this eventually puts him back into the positive honor. * Obviously. If not…it is an automatic –2. their dishonor grows deeper. If this is a fight to move into a caste. forced to live on whatever they can find. ** A weapon or symbol must be recovered. If their dishonor continues and drops below –10. Some try to fight for honor and challenge other Predators for their honor to be acknowledged again. he remains in the negative.--Leadership skill +2 --Family set to 10 (if not already) HONOR AWARDS The following Trophies offer the following Honor KILL Unarmed Adults* Pregnant Females Medium Armed Adult Synthetic Slightly Dangerous Animal Alien Egg Alien Chestburster Alien Royal Guard Bug Man*** Reaper*** Young Blooded Predator**** Warrior Predators **** Ancient / Elder Predator**** Defeat and survival@ Accepted Trophy (See below) Outcasted Predator HONOR KILL 0 -6* 2** 2 1 0 0 3 2 5 1 3 7 -5 2 5 Unarmed Children Lightly Armed Adult Heavily / Assault Armed Adult Prestigious Adult Very Dangerous Animal Alien Facehugger Alien Drone Alien Queen Jockey Alien*** Unblooded Predator**** Blooded Predator **** Honored Predator**** Arbitrator Predator**** Betrayal (GM’s discretion) Crime (Murder. there is no honor awarded. no trophies should be taken. DISHONOR A Predator at zero honor simply means he must prove himself in the new caste he finds himself in (or herself in rarer cases). This is inflicted if the kill is discovered. When a predator finds dishonor and his caste discovers this. Theft. he may still continue in the fight. Most here don’t believe they will ever be strong again. if the dishonor is so great. but is considered a dishonored member of it. his weapons will be removed to off the balance. the warrior must give up all possessions. he is considered less of a person.) Revenge Killing HONOR -5* 1 3** 5 2 0 1 10 10 0 2 5 10 -1 to -10 -5 to -20 2 + Kill value @ This is if the Predator is defeated and spared by his opponent. etc. Usually only Warriors and under find this level of punishment. CONSEQUENCES: When the Predator is placed in the negative.

Upon seeing them. A hunt occurs on a planet with a dishonored Predator and that Predator saves the life of the leader. This came from her fighting alongside an elder predator in a hunt. There is also a common practice in these cases. which do not accept others into their broods. She was given the Mark of Honor. only to exist as farmers on an abandoned distant world. Most of the time. always alone. Outcasted Predators don’t often hunt except for food. Outcastes are different. dishonorable hunting and failure. just discomidated and not acknowledged. even other Predators. However. from place to place. in many ways. The Predator flees with what he or she can carry--some of them already earned a ship or they might continue their dishonor by stealing one—never to return. This is the unfortunate norm since most dishonor is had not by defeat. they consider honored fighters of other species as respected as their own kin. However Elders are more laid back. They travel. aimless. however. like their face is placed on a bulletin board for all to see. and the Predator flees rather than accept punishment. isolationists. BAD BLOODS / OUTCASTS: The criminals among the Yautja have committed crimes such as murder.honor. When he died. Outcastes are outcastes and those who help them are as bad as they (10 honor if an Predator helps an outcast and is discovered). and therefore. Outcasted Predators can be recognized on sight by other Predators. Some of these Predators continue the hunt in their own mind. That Predator may be brought and accepted back. the human was accepted into the caste because of the obvious endorsement from a late elder. This is extremely rare. there has only been one story of a human living in a yautja community. Currently. They usually have no major weapons and armor. the Predator considers this an opponent and worthy trophy. If discovered to have dishonored the caste. hunting and slaying anything alive. If they survive. Elders have often let warriors of other species live after they have proven themselves honored warriors. there have been known to have been reports of a mutual respect between species. honored predators are ordered to eliminate these dishonored fools. Some are evil incarnate. There have been reports of a rare few predators that have been outcastes. Strangely enough. there have been reports of an elder making a special case and letting a trained discomidated Predator on a hunt. . This usually only occurs if the subject has killed a predator or fought alongside a predator in a fight. having earned enough honor for a permanent position. to maintain honor by exchanging trophies by both sides. It doesn’t matter what life they have chosen. If a dishonored predator who freely accepted his punishment is needed again. some others kill themselves. These Predators are not outcastes. RECOGNIZING HONOR IN OTHERS Predators are. This is always the case with hunters in Honored castes or less because they are in the constant search for more honor and will find it anywhere. This can offer equal or more honor than killing the opponent. they are accepted. Others…. Outcasted Predators that leave this way are never accepted back. there can be no forgiveness. but by crimes against the caste. without purpose.adapt. if a member of another species shows to have amazing honor. became accepted.

the core rules of ALIEN-FUZION are not even necessary. the Hunters have moved through space for centuries. he can configure the game to CL 0. this PLUG-IN can be a totally enclosed game system if the GM wishes it to be. If a GM wants to run a campaign outside the alien setting.3 Hand to Hand Evade – 3 Zero-Gravity Maneuvering -.1 EQUIPMENT Hunter Padding Dart Gun Hunter Mask Wrist Blades Mediket Side Blade TECH: 4 BODY: 10 REF: 10 MOVE: 5 Ranged Weapons – 2 Weaponsmith – 4 Athletics -.4 Melee Evade – 3 Navigation – 3 Ranged Evade -.4 . As a result. Refer to the FUZION rules for technology appropriate to the year the GM sets the story in. EXAMPLE PREDATORS UNBLOODED PREDATOR INT: 6 WILL: 6 PRE: 3 DEX: 7 CON: 9 STR: 10 FAMILY: 5 HONOR: 0 STUN: 50 SD: 18 HITS: 50 PD: 10 SKILLS Astrogation – 1 Demolition / Disposal – 2 Acrobatics – 2 Climbing – 3 First Aid -. whether it be in the jungles of Southeast Asia or the crime filled streets of LA. the alien core rules come into play but unless set that way. the core rules will be needed.3 Shadowing – 2 Stealth – 2 Survival -.CONSPIRACY LEVEL 0 As it is known. They have even been to Earth before mankind even attained space travel. Enjoy the variety.2 Concealment – 3 Hand to Hand – 3 Melee Weapons -. If he wants aliens however. Unlimited options become available from any time period and place. Just imagine what a Predator-Hybrid would be like. The moment the GM sets the story in the alien setting. This means all the technology from the core game is OUT.

YOUNG BLOOD PREDATOR INT: 6 WILL: 6 PRE: 3 DEX: 7 CON: 9 STR: 10 FAMILY: 5 HONOR: 5 STUN: 50 SD: 18 HITS: 50 PD: 10 SKILLS Astrogation – 1 Weaponsmith – 4 Climbing – 3 Hand to Hand – 4 Melee Evade – 3 Shadowing – 2 Zero-Gravity Maneuvering -.1 EQUIPMENT Hunter Padding Hunter Mask Mediket Dart Gun Wrist Blades Side Blade Acrobatics – 2 Concealment – 4 Hand to Hand Evade – 5 Navigation – 3 Stealth – 2 Athletics -.4 Melee Weapons -.4 First Aid -.1 EQUIPMENT Hunter Padding Dart Gun Hunter Mask Wrist Blades Mediket Side Blade TECH: 4 BODY: 10 REF: 10 MOVE: 5 Ranged Weapons – 3 Acrobatics – 2 Concealment – 3 Hand to Hand Evade – 4 Navigation – 3 Stealth – 2 Demolition / Disposal – 2 Athletics -.4 Melee Weapons -.4 Survival -.4 Ranged Evade -.4 Ranged Evade -.3 Survival -.4 Net Gun WARRIOR PREDATOR INT: 6 WILL: 7 PRE: 3 DEX: 8 CON: 9 STR: 11 FAMILY: 5 HONOR: 35 STUN: 55 SD: 18 HITS: 55 PD: 11 SKILLS Astrogation – 2 Ranged Weapons – 4 Demolition / Disposal – 3 TECH: 4 BODY: 11 REF: 10 MOVE: 5 Climbing – 4 Concealment – 5 First Aid -.5 .5 Melee Evade – 5 Navigation – 5 Ranged Evade -.4 First Aid -.4 BLOODED PREDATOR INT: 6 WILL: 6 PRE: 3 TECH: 4 REF: 10 DEX: 7 CON: 9 STR: 10 BODY: 10 MOVE: 5 FAMILY: 5 HONOR: 12 STUN: 50 SD: 18 HITS: 50 PD: 10 SKILLS Astrogation – 1 Ranged Weapons – 3 Demolition / Disposal – 2 Weaponsmith – 4 Climbing – 3 Hand to Hand – 5 Melee Evade – 4 Shadowing – 2 Zero-Gravity Maneuvering -.

5 Zero-Gravity Maneuvering -.6 Ranged Evade -.3 Climbing – 6 Shadowing – 7 Tracking -.2 EQUIPMENT Hunter Armor Bio Helmet Mediket Dart Gun Hand to Hand – 5 Hand to Hand Evade – 5 Melee Weapons -.7 EQUIPMENT Ceremonial Armor Combi-Stick Bio Helmet Net Gun Plasma Caster Mediket One Shuttle Self-Destruct Sequence Dart Gun Camouflage Device Smart Disk Acid Resistant Claws Audio Waveform Analyzer Laser Sight Side Blade ELDER PREDATOR INT: 8 WILL: 9 PRE: 7 TECH: 6 REF: 11 DEX: 10 CON: 11 STR: 13 BODY: 12 MOVE: 6 FAMILY: 10 HONOR: 120 STUN: 60 SD: 20 HITS: 60 PD: 12 SKILLS Astrogation – 6 Climbing – 9 Ranged Weapons – 9 Concealment – 9 Melee Evade – 9 Demolition / Disposal First Aid – 8 Navigation – 7 Hand to Hand – 9 –8 Ranged Evade – 9 Weaponsmith – 7 Hand to Hand Evade Shadowing – 8 –8 Acrobatics – 7 Stealth – 8 Athletics – 9 Melee Weapons – 9 Survival – 8 Electronics – 5 Tracking – 6 Zero-Gravity Maneuvering -.5 Electronics – 2 Leadership –1 Perception -.4 Ranged Weapons – 5 Hand to Hand Evade – 6 Demolition / Disposal – 5 Melee Weapons -.5 Tracking -.2 Plasma Caster Acid Resistant Claws Camouflage Device Shadowing – 5 Stealth – 5 Survival -.7 Perception -.4 Concealment – 5 Stealth – 7 First Aid -.3 Weaponsmith – 5 Melee Evade – 6 Electronics – 4 Acrobatics – 5 Navigation – 6 Leadership –3 Athletics -.6 Pilot: Predator Ship – 4 Contortionist -.3 Pilot: Predator Ship – 3 Contortionist -.Weaponsmith – 5 Acrobatics – 3 Athletics -.6 Survival -.5 Pilot: Predator Ship – 6 Contortionist – 4 Leadership – 9 Paramedic – 5 Perception – 5 Tactics – 5 Surveillance – 4 Cooking – 4 Languages – 3 .2 Side Blade Net Gun One Shuttle HONORED WARRIOR INT: 7 WILL: 8 PRE: 5 TECH: 5 REF: 10 DEX: 8 CON: 10 STR: 12 BODY: 12 MOVE: 6 FAMILY: 5 HONOR: 80 STUN: 60 SD: 20 HITS: 60 PD: 12 SKILLS Astrogation – 4 Hand to Hand – 6 Zero-Gravity Maneuvering -.

5 Perception – 7 Concealment – 9 Mimicry – 6 Tracking – 8 Riding – 4 First Aid – 8 Paramedic – 7 Sleight of Hand – 3 Hand to Hand – 9 Languages – 7 Hand to Hand Evade Tactics – 8 Cooking – 6 Surveillance – 6 –8 Melee Weapons – 9 Melee Evade – 9 Navigation – 7 Ranged Evade – 9 EQUIPMENT Dart Gun Bio Helmet Net Gun Camouflage Device Mediket Hunter Padding The Wrist Blade Laser Sight Hunter Armor Acid Resistant Claws Scattergun Ceremonial Armor The Combi Stick Naginata Hunter Mask Self-Destruct sequence The Smart Disk Audio Waveform Analyzer Side Blade Shoulder Plasma Caster One Standard Caste Vessel .7 Pilot: Predator Disguise – 4 Weaponsmith – 7 Ship – 8 Contortionist – 6 Expert (Predator law) – 7 Acrobatics – 8 Athletics – 9 Electronics – 7 Expert (alien worlds) – 5 Climbing – 9 Leadership – 10 Mechanics -.6 Zero-Gravity Maneuvering -.EQUIPMENT Camouflage Device Hunter Padding Hunter Armor Ceremonial Armor The Wrist Blade Acid Resistant Claws Side Blade Hunter Mask Audio Waveform Analyzer Bio Helmet Mediket The Combi Stick The Smart Disk One Standard Caste Vessel Laser Sight Scattergun Naginata Dart Gun Net Gun Shoulder Plasma Caster Self-Destruct sequence ARBITRATOR PREDATOR INT: 9 WILL: 9 PRE: 9 TECH: 7 REF: 11 DEX: 10 CON: 11 STR: 13 BODY: 12 MOVE: 7 FAMILY: 10 HONOR: 250 STUN: 60 SD: 20 HITS: 60 PD: 12 SKILLS Astrogation – 6 Ranged Weapons – Shadowing – 8 9 Demolition / Stealth – 8 Engineer: Aerospace – 4 Survival – 8 Disposal – 8 Deduction -.

the Recon Marine's job is to stay hidden in the heart of the enemy's territory. a term covering many missions. still encourages the Colonial Marines' finest to sign up for recon. The Colonial Marines are no exception. Usually operating in autonomous four-man teams. Because the recon . assassinations. The reality. deep space. supplying the kind of vital intelligence that satellites or aerospace craft cannot information that can only be uncovered by an expert man or woman on the ground. The term 'Marine Recon' conjures images of daring raids and desperate rescue missions in enemy territory. Marine Force Recon. Recon Marines have to operate in all environments and are given extensive training in underwater. The Colonial Marines included the marine special forces.COLONIAL MARINE SPECIAL FORCES . and hostile planetary environments. then there is the elite troops. Following the traditions of the United States Marine Corp. Reconnaissance Marines train for 'special operations'. Marine Combat Engineers. the most demanding and challenging mission within the Corp.TL 1 BY SALCOR Within every military force there are the typical foot soldiers. though less glamorous. the training of partisans and guerrillas and rescue operations. including deep penetration reconnaissance. and the sapper. raids and demolitions.

Stealth. more conventional methods of insertion are used . SKILLS (3 OP must be spent on the following): Demolitions/Disposal (M). Perception. Firearms. Concealment.P. Where the Colonial Marines already own landing zones on a planet. deepcore drills.P. portable aerospace strips. Gunnery (M). Medical. Heavy weapons (M). First Aid. preparing landing zones and laying bridges . Survival. Heavy weapons (M). Tracking. Because there are a few places inaccessible from space. and often with no more equipment than they already carry. but also the most risky. SCUBA. as Marine Force Recon.Sergeant CEILING RANK: Officers .None NCOs . etc. Medical. Engineering . Climbing. Parachuting O. COMBAT ENGINEERS MIRROR: Infantry. First Aid. It would be impossible to list all of the equipment available to the combat engineers here. Driving . SKILLS (3 OP must be spent on the following): Tactics (M). Climbing. SKILLS (3 OP must be spent on the following): Security Systems (M). Melee Weapons. First Aid. Interrogation (M). either by aerospace shuttle. clearing mine fields.APC.Sergeant Major BONUS SKILLS (All at +1): Autofire Weapons (M). mineplows. Survival. Zero-Gravity Maneuvering. Concealment. Demolitions/Disposal (M). Armor STARTING RANK: Lance Corporal CEILING RANK: Sergeant BONUS SKILLS (All at +1): Autofire Weapons (M).Synthetic.Armor (M)* * Engineering .2nd LT NCOs . Firearms. HTH. Concealment FORCE RECON -CareerMIRROR: OCC.Armor includes Engineering for Heavy Equipment NEW SKILLS SCUBA (DEX) .This is the ability to use underwater breathing apparatus to stay under water for longer periods of time. boat. SCUBA.all while under fire. Heavy Weapons. FORCE RECON MIRROR: Infantry. Leadership.P. Engineering .at short notice. There are many techniques for covertly inserting Recon Marines into an operating aerospace craft. Gunnery (M). or submarine. Engineering . The dead-drop method is the stealthiest approach. NCO STARTING RANK: Officers . The Colonial Marine Corp of Engineers has established a reputation as an elite unit.such as demolitions or raids . At low altitude. Drive . Driving -Armor(M). though items include all manners of demolitions. Parachuting O. a drogue shoot slows the capsule. Weaponsmith (M). HTH. or by a dead-drop re-entry vehicle. Survival. allowing the Marine to eject from it and unfold a parafoil.Armor.mission is so flexible. Recon Marines in the field frequently have to perform special tasks . HTH.Fortifications O. Another variation of this method is to elect from the capsule at high altitude and perform a HALO jump. Engineering . the most popular method is an orbital drop. Combat Engineer. Heavy Weapons.Heavy Equipment. . Tracking. Armor CEILING RANK: Lance Corporal BONUS SKILLS (All at +1): Autofire Weapons (M). The specialists handle the most hazardous demolition tasks demolishing strongpoints. ZeroGravity Maneuvering. it involves placing a single marine inside a small capsule which makes a ballistic re-entry. Drive -Buggy (M). beneath which they can glide to the landing zone.

As a general rule of thumb. 1 Sniper. or military installations. @ Indicates items for an encumbered Marine. ENGINEERING .This is the ability to jump out of an aircraft and successfully land on the surface. @@ indicates two marks. and HAHO jump (at a -2). 2 clips . 1 NCO/OCC. This skill includes the practice of HALO (at a -4). marines can choose any weapon they have training in. Additional equipment available upon request. Shotgun. and back-hoes. NOTE: All equipment is TL1. STANDERD EQUIPMENT: Standard Equipment applies to whatever position you end up with finally at the end of your character generation.PARACHUTING (DEX). Additions are common.HEAVY EQUIPMENT (REF) . team is issued 1 pulse communicator. trenchers. like bunkers and minefields. 1 Heavy Weapon. and 1 intelligence unit. The pistol is the only automatic.This is the ability to operate heavy construction equipment like bulldozer.FORTIFICATIONS (TECH) . 2 clips* Bed Roll @ 8 M-40 Grenades Binoculars (High Quality) @ M41A Pulse Rifle w. Every 3 of @ items adds –1 to your DEX. FORCE RECON Team break down includes 2 Infantry. This is not what your character walks around with but rather the standard gear he/she is equipped with in combat. Anything with a "*" can be replaced by higher TL equivalents.The knowledge of how to construct effective field defenses. like airfields and landing zones. (Optional) Any rank "Lance Corporal" and higher have an automatic choice of a "third weapon" as long as they have training in the use of that weapon. Equipment going into battle can vary drastically with the situation. 2 clips* Wristwatch First Aid Kit Hand Welder Compass Personal Locator Entrenching/ Utility Tool @ Mess Kit @ Short Range Comm Personal Data Transmitter (implanted) M-10 Helmet* 6 M-94 Flares Toolknife Nylon Rope @ M-3Armor* 3 M1000 Flares 20 days rations @ TNR Lamp Ghillie Suit *@ RECON HEAVY WEAPONS BDUs Mess Kit@ First Aid Kit M-3Armor* Hand Welder Nylon Rope@ 3 M1000 Flares Binoculars (High Quality)@ Short Range Comm Bed Roll @ 8 M-40 Grenades Wristwatch 6 M-94 Flares Compass Toolknife Canteen Knife TNR Lamp M240 Flame-thrower w 2 canisters or MM-10 Helmet* 56 Smartgun@ Entrenching/ Utility 20 days rations@ Personal Locator Tool@ DemoKit@ VP-90 Pistol or M4A3 Ghillie Suit *@ Pistol w. RECON INFANTRY BDUs Canteen Knife Motion Tracker VP-90 Pistol or M4A3 Pistol w. DRIVING . cranes. Flame-throwers and even AntiAircraft/Tank weaponry are available.

RECON SNIPER BDUs First Aid Kit Ghillie Suit *@ VP-90 Pistol or M4A3 Pistol w. 2 clips* Entrenching/ Utility Tool @ 20 days rations @ Personal Data Transmitter (implanted) Wristwatch 6 M-94 Flares Compass Personal Locator 3 M1000 Flares Binoculars (High Quality) @ M-10 Helmet* Knife Nylon Rope @ M-3Armor* Canteen Hand Welder Toolknife Bed Roll @ 8 M-40 Grenades Mess Kit @ Short Range Comm M42A Scope Rifle w 2 clips* RECON NCO (Non Commissioned Officer)/ OCC --CAREER-BDUs Canteen 8 M-40 Grenades VP-90 Pistol or M4A3 Pistol First Aid Kit Wristwatch M-3Armor* Entrenching/ Utility Tool @ Knife with 2 clips* Nylon Rope @ Personal Data Transmitter (implanted) M-10 Helmet* 3 M1000 Flares Mess Kit @ Bed Roll @ 6 M-94 Flares 20 days rations @ Binoculars (High Compass Quality)@ Short Range Comm Toolknife Personal Locator TNR Lamp M41A Pulse Rifle with 2 clips OR M240 FlameGhillie Suit *@ thrower with 2 canisters OR M-42A Scope Riflewith 2 clips COMBAT ENGINEER Entrenching/ Utility Tool @ Mess Kit @ DemoKit Nylon Rope @ Personal Data Transmitter (implanted) 3 M1000 Flares Hand Welder Orbital Communications kit@@ Short Range Comm VP-90 Pistol or M4A3 Pisto with 2 clips*l 6 M-94 Flares 20 days rations @ Advanced Tool Kit@ Toolknife M41A Pulse Rifle with 2 clips OR M240 Flame-thrower with 2 canisters Knife Motion Tracker Mechanics Tool Kit Wristwatch Mission specific equipment .

Also when being fired at from the front there is a slight chance that the round will hit the blade instead of the tank (roll 1D10. the CE variant replaces the Jackson's main gun with a 210mm smoothbore demolition cannon. . This attachment may be attached to ANY Colonial Marine vehicles. this blade will take the full impact of any mines detonated while clearing a minefield. and still be heavy enough to perform various engineering tasks. PERFORMANCE TOTAL COST: LOADED WEIGHT: $4 000 000 29 000 kg (29 t) MANUEVERABILITY: -8 LOCATIONS: STRUCTURE 7K MAX SPEED: ACCELERATION: 65 30 ARMOR 3K VEHICLE HARDPOINTS: The M22CE has one hardpoint for its main gun. The CE variant of the Jackson retains its additional weapon mount to provide the tank with a defensive weapon. This weapon is designed to be used against enemy bunkers and other static emplacements. Another modification is the addition of two changeable attachments for a variety of engineering equipment. It may be used against other armored vehicles. however it is suffers from extreme in accuracy. BASIC ARMAMENT: WEAPON M22A3 TARGETS Ground targets BR 3m DC 5K* Range 500 WA -2 ROF 1 SHOTS 40 A 210mm HEAP round. These attachments vary from dozerblades. Since the addition of the CE Jackson. to bridge laying attachments. The Jackson was chosen because it was light enough to be dropped by a UD-4 Cheyanne. the Colonial Marine Corp of Engineers have been able to provide more effective front-line combat support for the Colonial Marines' Space Forces. on a 9 or 10 the mineprow takes the damage instead of the tanks armor). and cranes. creating fortifications. The M22CE also has two hardpoints for civil enginnering additions. One additional hardpoint is available for additional firepower. as well as assist in clearing mine fields. The blade is a 15K structure attached to the front of the Jackson.M22CE JACKSON MEDIUM COMBAT ENGINEERING TANK The CE variant of the M22A3 Jackson Medium Tank was created to provide Colonial Marine Combat Engineers with a combat vehicle to assist ground units in destroying enemy bunkers. The bridgelayer requires to turret to be removed. counts a armor piercing at point of impact. All damage in blast radius normal. By removing the turret 4 CE hardpoints are available. but they reduce the maneuverability to other vehicles by 3. ENGINEERING ATTACHMENTS: DOZERBLADE/MINEPROW . To conform to its new mission. terrain. and laying bridges.0 engineering space This engineering attachment allows engineering vehicles to create simple defensive structures as well as clearing mine fields.

1 engineering space This engineering attachment is to assist engineering vehicles in salvage and recovery missions. comprising a Pilot and a Crew Chief / Weapons Officer. however braces must secure it first.Ground offensive capacity. Both crew sit in Martin-Siekert R2102 zero-zero ejection seats which are cleared for operation at any altitude below 10. including ingress and egress to the target zone as well as landing and docking cycles. Canopy transparencies are made from single- . and the vehicle may not move. Its small size and powerful engines. as well as base construction. allow it to accomplish maneuvers impossible by other craft. but it replaces the turret. CRANE . altitude. making it a deadly weapons platform. explosive cord blows the canopy off and the crew are ejected clear of the ship. TAF . The crane is capable of lifting up to 10 tons. The Dragon looses the disadvantage of the Cheyenne with its high stall speed. forcing the pilot to become almost totally reliant on the flight software and lift from the vectored thrust engines which are the most advanced of any space vessel. It has a very small lifting body.) The Heavy crane operates in the same manner as the normal crane.4 engineering spaces (requires the turret and main gun to be removed. It is simple a 50 ton winch. In the event of an emergency.HEAVY WINCH . The Dragon is capable of dropping out the same slot as the UD-4 Cheyenne but instead of being a troop transport. This crane is capable of lifting up to 20 tons. capable of pulling even a M40 Ridgeway free of obstructions. The Dragon has a crew of two. It handles better than most vessels in operation.Air and Air . An intelligent autopilot facility allows the automatics to fly all phases of the mission profile. the Dragon offers a superior Air .4 engineering spaces (requires the turret and main gun to be removed. but to lift anything over 4 tons braces must be put into place.000 m and speeds below Mach 1.21 Dragon Drop . throttle and stick settings. BRIDGE-LAYER .) The bridge-layer is one of the most radical alterations to the M22 Jackson. Engine thrust and nozzle settings are automatically moved to their optimum positions depending on speed. The Dragon is nimble when in hover.production. These type of operation is usually assisted by a M22CE Heavy Crane Variant.21 became a popular craft with it's pilots. This system replaces the turret with a collapsible bridge that can span a 150 feet opening. They took the best capabilities of the old fighter and combined newer technology from the UD-4l. Also when the crane is being used the main gun may not be fired (but some units have been known to alter the fire controls to allow it.Fighter TECH LEVEL: 3 The TAF Dragon was an attempt by Alphatech to make a competing trans-aerospace fighter when their AD . This attachment may only be used with the mineprow if it is attached to the rear of the vehicle. The Dragon no longer needs to fly nose-high to maintain control.19 failed to reach mass .) HEAVY CRANE . The TAF .2 engineering spaces The crane is another attachment designed to assist combat engineers on salvage/recovery missions.

crystal quartz. allowing for greater manueverability in space and while hovering on planets. 6- BENEATH THE SKIN CONSPIRACY LEVEL: 1. This reduced the flight weight and increased maneuverability. The makers of the UD-4 often complained that the designs were too similar even to the point of having the same brand of flight seat. Raft. The Dragon features many of the same stealth and sensor characteristics of the Cheyenne Variant TAF -21 Body 3 WT 15 Armor 2 MV +1 Move 300 Mach 3 Orbit 7 SR 15 Communication range: 3000 km Crew: 1 Pilot.ground exclusively and not often both. These systems are identical to the controls of the UD-4. The Dragon is smaller. It has similar sensor equipment. Weapon systems are standardized starting with the same 25 mm Gargoyle Cannon but with a more advanced targeting system. Schenario designed by Panos Liris (the phantom) The Aliens theme for Fuzion Original designed by Chris Dias. and one Mitchallan Tf-1200 variable-cycle turbine. if you are lucky it could have some playtest before it get published. The coatings also act as a radar reflecting surface. Emergency Rations. 1 Co-Pilot Life support for 2 personnel. It is powered by two Ryan-Cole 122 micro scramjets for Orbital/Supersonic I apologize for my English. The weapon systems are almost unchanged as was the flight system. flash coated with gold. Additions: Fire Retardant. Flares. These weapons are more specialized. all of which feed into the Dragon's unique vectorable thrust exausts. The TAF-21 was designed as an infantry support gunship which could be launched from an orbital platform directly into combat. The Dragon is a total VTOL flight system with very little lifting surface. Fuzion Rules by the Fuzion Group 1997. Sleeping Bag.air or air .otenet. 22 x 120 mm Rockets. +2 in space. germanium. The size was shaved down from the Cheyenne and the cargo bay was totally removed. The armor is significantly less to add maneuverability and speed. to play this adventure you need to have a copy of Fuzion rules and Aliens Fuzion . Evacuation: 2 Parachutes Armament package: None Range: Atmospheric: 10 000 km Orbital: 75 AU Hardpoints: 5 Basic Armament: 25 Gargoyle Cannon (+1 to hit). allowing easier transport. Like the Cheyenne. the Dragon can lift itself directly into orbit. Phandom@. the same communication array and almost identical reactors. Pilots rated to fly the Cheyenne Dropship need little to no training to switch over to the new dynamic flight controls of the Dragon (GAME NOTE: It uses the same skill). molybdenum and iridium to provide protection against bright light and short-wavelength lasers. :o) PROLOGUE This is my first adventure designed for Aliens Fuzion. preventing the entire cockpit volume from becoming a radar reflecting cavity. The 120 mm rockets remain but the heavier weapons like the AGM-220C and the AIM-90 Headlocks are limited. Maneuverability: +3 dodge of guided missiles. meaning the dragon will usually only be equipped with air .

the third part starts. A planet very far from near colonies. Its better as you will find out later that the players do not have pilots with them. Only 3 criminals survived. the synthetic will find out metal signs on the surface and will inform the marines. totally gaining control over the Victims body.from the Serena Dawn spaceport made by Chris Dias. They reveal metal fragments. The virus that infected the first prison is nothing else than a special form of a strange alien form. In the middle of the trip. and why is that: If aliens are to be found from the first to the last section of the game they are going to be bored (even if deadly). Back at the Conestoga. Command HQ lost all communications and radar signals of the ship there. the 3 criminals are right now the ones with the starting creatures in their brains and so the leaders. They captured of the base. maybe even exploded. black in color and very fast. Actually the condition is much worse than a normal. The adventure starts at the gateway station. it’s a very small colony but have a 70% finished terraforming environment. Its breathable. the criminals. The marines will go with a standard Conestoga class ship. In the first part the marines take part in combat training with nonlethal weapons in a holographic combat environment. They will board into a dropship and inform the base about their arrival. If he does succeed. They will take immediate action (boarding again the dropship) and head to the signal. The criminals hide from the marines when they are in the base. If the criminals have crash landed. a synthetic will use the ship's radar to scan the planet to find the possible wreckage. But what is happening really?: The Criminals are already at the colony. The players drop into hypersleep and before hours of their arrival they will awake. For morale reasons command HQ haven’t said anything about this situation to the colony. Even worse the alien form can gain control over other humans by copying itself and attacking other victims. The colony there has limited search systems and defense to track the surface for the ship. By the end of briefing. The marines take more info about the planet. As by now their reports have nothing to do with crash landings. wich they will do. The prison that the criminals were moving to was even further than the last planets colonized. the marines go there and take control of any survivors. The colonists belived that the men were pilots of the ship (they have changed clothes). they might pose a threat to the colony there. THE STORY The players are (as we all know) Colonial marines. the base commander (alien infested as all the others) still is in his place. Most of the command wasn’t eager to make this movement as the public could be happy if they were to die. The criminal ship did indeed crash land in the area. At this first part they will hopefully learn about the system and how it goes. Instead they must tell them that they have come to place defense mechanisms (laser turrets and scanners). When they return the marines will be aware that maybe the colonists are suspicious of the squad. it will have no Aliens as we know them. They will drop down to the planet's surface with their dropship and head to the colony. The mission of the players is to reach planet Cleon and find the wreckage. the whole base is under the control of this alien form. The marines maybe even think that the Criminals ship has been destroyed and there were no survivors. The alien forms are pleased with the arrival of the marines . It is believed that the ship was lost. With no need for their armor and weapons. As the game goes on. After some days (you choose) the marines' Corporal receives their mission and data from the Commander the condition goes as such: Dangerous criminals were moving from their prison to another due to a virus that has been sighted. new in their duty at the first conspiracy level. and the way that the mission will go on. the marines will take their time exploring the colony and talking with the colonists. They will take with them construction parts for radar and laser turrets. (you must create some NPC’s to fill in the places for a full marine squad). yet high officers choose to move the criminals to another prison. They let them in the colony only to fall victims of the alien form. but there is a small chance that the ship crash landed in the planet Cleon. the ship was damaged and dropped out of hyperspace. the adventure is for conspiracy level 1. They are also instructed not to reveal the truth of their arrival. This will give the players the needed time to meet with the other characters that will consist of their team. By the arrival of the marines. An hour later the marines will be on the colony… The fourth part takes place at the colony. making that they are colonists. Aliens will be found more and more as the conspiracy levels increase. entering the victims brain by the ear. The alien form is smaller than a worm. For protection.

the marines fire the Conestoga’s main . reach the crash landed prison ship. By the time that the marines move to find the metel fragments. the colonists will start to come firing weapons at the marines. So the marines make a heroic movement as one of them goes out of cover to speak to the Conestoga. At this part (eight). They tell to the synthetic to bombard the colony after some minutes so they can escape but they hear something no one wanted to hear. The players are the one attacked by pistol while the others try to avoid the worms. the marines move to the position. The best part is when the marines (players) don’t know if they must try to take out of the burning metals a heavily wounded marine. They board their dropship and head to the point. mostly weapons and ammo. Most of the marines are dead. the marines enter the Conestoga. the marines. saving the passengers. They quickly find out in the computer near them that a small ship is on the hangar for public use. At this part (nine). At part six. The marines are now going to be aware that the enemy is awaiting for them back at the colony fully known that they will return with hostile intentions. two of the marines (not players) are already infested. The marines must do something to destroy the colony. He also say to them that the have orders to recapture the base and that’s all. In a “Hollywood movie” they take off while the ship blasts through the hangar doors and hits numerous colonists as it blasts off. They will also be able to recover information about their situation and the virus and its speed of moving from body to body. the marines are fully aware that once more they are in big trouble! Not only them but many planets in reach of the colony. The synthetic is not bombing the base cause it’s the company’s property. The corporal is still alive though and he orders his men to go to the possible position of the crash so that they may transmit help to the base or to their main ship. they might be aware of the alien form.cause they want to infest them and return to the rest of the civilization for even more expansion. At the end. the epilogue. just before an attack that the worms were intending to make. At this point the marines will be aware that possiblu 100% of the colony is under control of the creatures. The players and some wounded marines are still alive. They do not face any opposition. At the night (part five). after the synthetic reveals another strong metal position in the planets surface. and so they attack while the dropship moves in the air. The marines moves once again against the colonists which don’t seem to stop. (no one said that the alien form are so smart!). The marine who was on the communications table takes a shot in the head (if a npc) and drops dead. Then comes the big problem. There they might fire against the colony. The marines face it in a small firearms battle. It spins a little and the dropship crash lands at a big mud swamp. The synthetic takes action and arms itself. The attack goes as such: The pilots desert their position and from their ear goes flying a worm each!. It faces also AA fire from the lasers the marines placed days ago! By that time the marines head back to the capital ship. They might take it and go to the Conestoga. The marines at the end board the small orbital ship and take off (it is going to be difficult. At this point knows how to fly a ship). At part seven the marines enter the colony from the sewers. They find corpses of the crew and cremated criminals. Some of the marines are still alive (actually all of the player marines). The marines (with a successful skill check) are going to know about their hopes. At the end the dropship explodes killing even more marines. Gunfire starts while the dropship is on the air and it takes heavy damage. he will also order them to kill him cause he have no legs and he knows that he can’t survive. They are to infiltrate the colony and inform the synthetic on the ship to bombard the colony so that possible infestation could not spread far away from this colony. the synthetic has orders not to open fire on the colony as its property of waylant-yutani. All of the worms die at the fire and some friendly marines are cremated. the 2 marines that are under the control are the 2 pilots of the dropship and thinking that if the marines move to the crash site. the colonists will have the marines trapped by in the Comm center (tough luck for them). wounded many of them by the drop. Later the marines try to contact their ship but the radio is off line from the first damage caused in hyperspace. At first it hits a mountain top and one of its wings get severed. Its easy to navigate. The worst part is that the few weapons remain. Yet when they enter the colony fully. After some time while the fight goes on and on. The marines may take the equipment found on the prison ship. They also draw pistols to those not attacked by the worms.

If they kill him. killing some troops and 2 of the criminals. . at this point the remaining marines are victorious. In their bad luck the 3 criminals were already aware of what the marines were about to do. A small fight starts. The Conestoga attaches to the gateway station. they get themselves clear of charges as the commander has seen the worms. They don’t get out quickly and so the marines drop to hypersleep and head back at the gateway station. At the end. He draws his knife and challenges the marines' honor to go there and fight hand to hand. They scan the ship for weapons. A hunting starts. The last of them hides somewhere within the ship. The marines take some weapons and their armor and head against the creature.weapons. They have boarded the ship on a place that they could not be found. The marines may have shoot the bad guy to pieces and he falls down to his (usual for the main villain) terrible death. He warns them that the others believe that they could have exterminated the colonists without taking out the base. Only one marine can go. A worm moves against the Commander. Company men and the marines board the Conestoga to find the synthetic. they find the criminal (alien) hiding in a position on a bridge over a pool of liquid hydrogen. The colony bursts into a mighty explosion. the marines believe that they have already lost their jobs. They destroyed a colony by themselves. Final part (ten). The 3 criminals strike. The marines go outside to face the commander of the mission.