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Aliens vs.

Predators for Dark Heresy


Table of Contents
Chapter 1 Character Changes............................................................................................................................................ 2
Chapter 1.1 Home World..................................................................................................................................................................................................2
Chapter 1.2 Characteristics..............................................................................................................................................................................................2
Chapter 1.3 Careers.........................................................................................................................................................................................................2
Chapter 1.4 Skills..............................................................................................................................................................................................................2
Chapter 1.4.1 Unchanged Skills..................................................................................................................................................................................2
Chapter 1.4.2 Changed Skills......................................................................................................................................................................................3
1.5 Talents........................................................................................................................................................................................................................4
Chapter 1.6 Marine Equipment.........................................................................................................................................................................................5
Chapter 1.6.1 Marine Weapons..................................................................................................................................................................................5
Chapter 1.6.2 Marine Armor........................................................................................................................................................................................5
Chapter 1.6.3 Marine Equipment................................................................................................................................................................................5

Chapter 2 Yautja................................................................................................................................................................. 7
Chapter 2.1 Yautja Equipment..........................................................................................................................................................................................7
Chapter 2.1.1 Weapons of the Yautja.........................................................................................................................................................................7
Chapter 2.1.2 Armor of the Yautja...............................................................................................................................................................................8
Chapter 2.1.3 Other Yautja Equipment.......................................................................................................................................................................9
Chapter 2.2 Career Ranks................................................................................................................................................................................................9
The Unblooded.............................................................................................................................................................................................................10
Young Blood.................................................................................................................................................................................................................11
The Blooded.................................................................................................................................................................................................................11
Warrior..........................................................................................................................................................................................................................12
Scout.............................................................................................................................................................................................................................12
Hunter...........................................................................................................................................................................................................................13
Lone Wolf......................................................................................................................................................................................................................13
Hunt Leader..................................................................................................................................................................................................................14
Honored One................................................................................................................................................................................................................14
Ancient..........................................................................................................................................................................................................................14

Chapter 3 Xenomorphs..................................................................................................................................................... 16
Chapter 3.1 Xenomorph Standard Traits........................................................................................................................................................................16
Chapter 3.2 Xenomorph Drone.................................................................................................................................................................................16
Chapter 3.3 Xenomorph Queen................................................................................................................................................................................17
Chapter 3.4 Xenomorph Facehugger.....................................................................................................................................................................17
Chapter 3.5 Xenomorph Chestburster......................................................................................................................................................................18

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Chapter 1 Character Changes


This chapter covers all of the changes to AvP characters.

Chapter 1.1 Home World


Feral World this covers most colony worlds when they are first settled. Once the population becomes large enough,
they are no longer Feral. Some worlds still fit the WH40K definition.
Hive World this covers any heavily populated & industrialized world or station. While the population is not as high as in
WH40K, people live just as densely.
Imperial World this covers any world that has been colonized long enough to tame the environment and have large
urban centers. Most are corporate owned.
Void Born this covers any one who lives on a ship most of the time. They are rare outside of the edges of colonized
space, mostly consisting of explorers and their families..

Chapter 1.2 Characteristics


Characteristics are generated as normal. No changes here.

Chapter 1.3 Careers


Changes to the careers are as follows:
All Careers replace Las talents with SP talents. Las weapons are very rare (and expensive). All characters get Literacy
(Low Gothic) for free. Also Medicae and Tech-Use are available for 300 points at first rank. If available at a later rank, the
price listed there is used.
Adept this represents the average corporate wage slave. They can be anything from accountants to lawyers.
Arbitrators these are law enforcers, ranging from sheriffs to marshals to military police. They enforce the laws and (in
many cases) corporate interests.
Assassin this represents assassins and other professional killers.
Cleric man is a superstitious creature. Clerics represent priests of mans various religions.
Guardsman these are the soldiers of the Marines and corporate kill teams.
Imperial Psyker this career is unavailable. Psykers are incredibly rare and no where near as powerful.
Scum these are the dregs of society, from thugs to con artists.
Tech-Priest this career is unavailable. Tech-Priests as they appear in WH40K do not exist.

Chapter 1.4 Skills


This chapter covers the various changes to skills from Dark Heresy.
Chapter 1.4.1 Unchanged Skills
The following skills are unchanged from Dark Heresy:
Acrobatics, Awareness, Barter, Blather, Carouse, Charm, Chem-Use, Ciphers, Climb, Command, Concealment,
Contortionist, Deceive, Demolition, Disguise. Dodge, Drive, Evaluate. Gamble, Inquiry, Interrogation, Intimidate, Lip
Reading, Literacy, Logic, Medicae. Navigation, Performer, Pilot, Scrutiny, Search, Secret Tongue, Security, Shadowing,
Silent Move, Sleight of Hand, Survival, Swim, Tracking, Trade, Wrangling.

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Chapter 1.4.2 Changed Skills


The following skills are changed:
Common Lore the various sub-skills are changed as follows:
Adeptus Arbites this covers security and police procedures
Machine Cult this is not available as they do not exist
Administratum this covers both government administration as well as corporate administration. It also covers a
basic knowledge of various governments and business
Ecclisiarchy this covers knowledge of various churches and services
Imperial Creed this covers knowledge of various religions
Imperial Guard this covers knowledge of the Marines and various corporate kill teams
Imperium this covers knowledge of the space controlled by man, their corporations, and customs
Tech this covers basic working knowledge of technology and devices
Underworld this covers the less than legal side of life, organized crime, local fences, etc
War this covers basic tactics and strategy.
Forbidden Lore no knowledge is considered forbidden, the various sub-skills are changed as follows:
The Black Library this covers the corporate court
Cults this covers the various cults that are found wherever man travels
Daemonology this skill is unavailable
Heresy this skill is unavailable
Inquisition this covers the secret service and various corporate equivalents
Archeotech this covers alien technology
Mutants this skill is unavailable
Ordos this skill is unavailable
Adeptus Mechanicus this skill is unavailable
Psykers this covers what little is known about psykers and psychic phenomenon
Warp this skill covers hyper space travel, what happens when a human looks on hyper space and the rumors of
creatures found there
Xenos this covers aliens in general
Psyniscience this allows the user to receive telepathic messages or feelings, make a WP test to get a hunch or a read
of a persons emotional state
Scholastic Lore the various sub-skills are changed as follows, skills not listed are unchanged:
Archaic this covers general history, both recent and ancient
Heraldry mainly used to identify corporations
Imperial Creed knowledge of comparative theology or detailed knowledge of a specific religion
Speak Language the various sub-skills are changed as follows:
High Gothic this is a formal language used for court documents, legal papers, etc (if you dont think they use
their own language, you havent read enough court papers)
Low Gothic this is English
Yautja this is the language of the Predators
Various Dialects these are unchanged

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1.5 Talents
Only the following talents are changed:
Autosanguine this talent does not exist
Basic Weapon Training sp weapons are treated as normal, all others are rare at best
Binary Chatter this talent does not exist
Corpus Conversion this talent does not exist
Discipline Focus this talent does not exist
Electrical Succor this talent does not exist
Electro-Graft Use electro-grafts are extremely rare and experimental
Energy Cache this talent does not exist
Favoured by the Warp this talent does not exist
Feedback Screech this talent does not exist
Ferric Lure this talent does not exist
Ferric Summons this talent does not exist
Gun Blessing this talent does not exist
Hatred choose a company or species
Logis Implant these are extremely rare and experimental
Luminen Blast this talent does not exist
Luminen Charge this talent does not exist
Luminen Shock this talent does not exist
Maglev Grace this talent does not exist
Maglev Transcendence this talent does not exist
Mechandrite Use this talent does not exist
Power Well this talent does not exist
Prosanguine this talent does not exist
Psy Rating 2+ this talent does not exist
Rite of Awe this talent does not exist
Rite of Fear this talent does not exist
Rite of Pure Thought this talent does not exist

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Chapter 1.6 Marine Equipment


Equipment marked with an asterisk is provided to any character who is part of the Marines or a corporate kill team.
Chapter 1.6.1 Marine Weapons
Name

Class

Range

RoF

Pen

Clip

Rld

Wt

Special

S/-/S/3/10

Dam
1d10+4
E
1d10+3 I

M240 Flamethrower
M41A1 Pulse Rifle *

Basic
Basic

20 m
90 m

3
3

30
99

2Full
Full

2.7 kg
4.9 kg

S/-/S/-/-

1d10+4 I
1d10+2 I

6
0

30
12

Full
Full

4.26 kg
0.95 kg
17.82
kg

Flame, Reliable
Reliable
Accurate,
Reliable
Reliable

M42A Scope Rifle


M4A3

Basic
Pistol

150 m
30 m

M56 Smart Gun


Heavy 120 m -/4/10 1d10+4 I
6
200 2Full
Reliable
M78 Phased Plasma Infantry
1d10+6
Recharge,
Gun
Basic
90 m
S/-/E
6
20 8Full
18 kg
Overheats
UA571-C Remote Sentry
17.82
Weapons System
Heavy 120 m -/4/10 1d10+4 I
6
200 2Full
kg
BS 30, Reliable
VP70 Pistol *
Pistol
30 m
S/-/1d10+2 I
0
15
Full 0.95 kg
Reliable
M240 Flamethrower This is a standard flame unit. Each squad is provided with at least 1.
M41A1 Pulse Rifle This is the work horse of the marines. It comes with a 4 round grenade launcher under the barrel. It
uses light armor piercing, caseless rounds. Note: this is already included in its stats.
M42A Scope Rifle This is the sniper rifle of the marines. It uses the same ammo as the M56.
M4A3 This is a 9mm pistol used by officers.
M56 Smart Gun This is the heavy machine gun used by the marines. Each squad is provided with 1. It uses light armor
piercing, caseless rounds. Note: this is already included in its stats.
M78 Phased Plasma Infantry Gun This is an experimental plasma rifle. It uses a backpack fuel cell and very few
marines ever even see one.
UA571-C Remote Sentry Weapons System This is an automated turret used for defense. It has a BS of 30.
VP70 Pistol This is the standard pistol issued to the marines.
Chapter 1.6.2 Marine Armor
Name
Locations Covered AP Wt
M3 Armor Vest *
Body
4
5 kg
M10 Basic Pattern Ballistic Helmet *
Head
2
1 kg
M3 Armor Vest This is the armor worn by all marines. It provides decent protection and is not too heavy. It takes
standard equipment upgrades (such as the kit for the M56).
M10 Basic Pattern Ballistic Helmet This is the helmet worn by all marines. It provides decent protection and is
designed to take standard upgrades (the Helmet Mounted Site with Microphone Stalk in particular).
Chapter 1.6.3 Marine Equipment
Name
Type
Wt
Cost
M309 Caseless per clip
Ammo for the M41A1
1 kg
25
M901 Caseless per clip
Ammo for the M4A3
.5 kg
10
M250 Caseless per clip
Ammo for the M56
10 kg
100
BDU's
Clothing, Includes backpack
1 kg
10
Hand Welder
Equipment
0.2 kg
25
Helmet Mounted Site with Microphone Stalk *
Equipment
0.2 kg 500
Motion Tracker
Equipment
1 kg
500
Personal Locator *
Equipment
0.1 kg
10
Shoulder Lamp *
Equipment
0.1 kg
10
309 Caseless per clip This is a clip with 99 rounds for the M41A1 rifle. This is armor piercing ammo.
M901 Caseless per clip This is a clip of 12 or 15 rounds for either the M4A3 or VP70 pistols.
M250 Caseless per clip This is a plastic cylinder with 200 rounds of ammo for the M56. This is armor piercing ammo.
BDUs The basic uniform worn by the marines. This is good quality clothing.
Hand Welder This is used to weld or cut metal. Every squad has at least 1.
Helmet Mounted Site with Microphone Stalk This provides a +5% bonus to hit, a short range comm., a camera so the
commander can see what is happening, and infrared for seeing the dark.
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Motion Tracker This can detect motion out to 30 m. It does not distinguish between friend or foe.
Personal Locator This can be used to track down people and provides basic health information (+5% to treat any
injuries).
Shoulder Lamp This is a shoulder mounted lamp used to allow the marines to see in dark places.

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Chapter 2 Yautja
Alien hunters, the Predators are a constant threat and sometime ally of humanity. Fortunately, they are little interested in
conquering new territory and encounters with them are limited to small groups.
Characteristic
Base
Weapon Skill (WS)
2d10
Ballistic Skill (BS)
2d10
Strength (S)
2d10
Toughness (T)
2d10
Agility (Ag)
2d10
Intelligence (Int)
2d10
Perception (Per)
2d10
Willpower (WP)
2d10
Fellowship (Fel)
2d10
* Add +5 to one of these

+
+
+
+
+
+
+
+
+

Mod
20*
20*
25
25
15
20
15
20
10

Starting Skills: Awareness, Climb, Concealment, Literacy, Shadowing, Silent Move, Speak Language (Yautja), Survival,
Tracking
Starting Talents: Melee Weapon Training (Yautja), Nerves of Steel, Pistol Training (Yautja), Acid Resistance, Dark Sight
(note: Yautja see using infrared, they suffer a -20 penalty to all Perception without their mask), Unnatural Strength I
Starting Gear: Wrist Blade, Wrist Gauntlet, Mask, Cloaking System, Combi-Stick, Hunting Mesh Suit, Survival Kit
Starting Rank: The Unblooded
Briefing: Yautja encountered away from the home world are all warriors. While they do have a sophisticated culture, the
only ones encountered to date have come from the Warrior Caste. It is assumed that they have other castes, but they are
beyond the remit of this report.
The Yautja are a dangerous species that thrives on conflict, specifically one on one conflict. They engage in hunts for
dangerous species including humans.
There is a standard kill on sight order in regards to this species.

Chapter 2.1 Yautja Equipment


Chapter 2.1.1 Weapons of the Yautja
All Yautja weapons are considered exotic weapons. Yautja treat them as normal weapons. All are resistant to acid
(specifically from Xenomorphs), furthermore Chakram & Combi-Sticks are unaffected by acid. Any melee weapon can be
made of this metal; this removes the primitive quality & makes them acid resistant.
Name
Chakram
Combi-Stick
Laserweb
Net Gun
Pinning Fork
Plasma Caster
Self-Destruct Mechanism
Smart Disk
Wrist Blades

Class
Melee, Thrown
Melee, Thrown
Pistol
Pistol
Basic
Pistol
Melee

Range
SBx3
SBx3
10m
10m
10m
150m
250m radius
10m
10m

RoF
1
1
1
1
1
1
1
-

Dam
1d5 R
1d10+3 E
1d10 E
1d5 R per rnd
1d5 R
2d10+4 E
10d10 E
1d5 R
1d5 R

Pen
6
6
2
2
2
6
12
6
6

Clip
3
4
4
-

Rld
Full
Full
Full
-

Wt
0.5 kg
0.5 kg
0.1 kg
0.5 kg
0.5 kg
0.5 kg
0.5 kg
0.5 kg
0.5 kg

Chakram
This is a throwing device with several retractable blades. They are made of a nearly indestructible material of unknown
origin (possibly adamantium). It is usually thrown, but can be used in melee as well.
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Combi-Stick
These are both melee & thrown weapons. They are made of a nearly indestructible material of unknown origin (possibly
adamantium). They are also extremely light weight. They are normally less than 1 meter in length, but can be extended to
2 meters as needed.
Laserweb
This small device can be attached to any surface. Once activated it forms a web of lasers capable of killing anything that
passes through it. The Laserweb remains active for 1d5 hours.
Net Gun
This is usually a wrist mounted device that fires a net. This is used to trap prey when there are multiple targets or they are
too dangerous to approach. The net is made out of a similar metal to their other equipment. As such, it has an AP of 4 and
10 wounds.
Pinning Fork
This is another wrist mounted device. It fires a u-shaped dart that can either pin a target to a nearby surface or kill them
outright.
Plasma Caster
This is usually mounted on the shoulder where it links to the Yautjas mask. When attached in this manner, it can be fired
repeatedly without needing to recharge or overheating. It can be removed from the shoulder and used as a pistol, but it
can only be fired every other round.
Self-Destruct Mechanism
This is part of the wrist gauntlet and is used if the Yautja determines it needs to remove all traces of the hunt (i.e. overrun
by Xenomorphs). This completely destroys anything in a 250m radius, but be set larger or to implode instead.
Smart Disk
This is another wrist mounted device. It fires a frictionless disk, programmed to seek out a specific magnetic pattern. This
grants a +5 bonus to attacks. It can, however, be disrupted by a large enough magnet (becoming embedded in the
magnet).
Wrist Blades
The last of the wrist mounted weapons, wrist blades are two retractable blades attached to the wrist. They can be
retracted into their housing or extended to twice their normal length.
Chapter 2.1.2 Armor of the Yautja
The armor worn by the Yautja all provides basic protection from environmental factors, such as heat and cold. All suits
worn are custom made for or by the Yautja in question. Additionally, the Yautja tend to customize their armor to celebrate
their various victories.
Name
Ceremonial Armor
Hunter Armor
Hunting Mesh-Suit
Mask

Locations Covered
Arms, Body, Legs
Arms, Body, Legs
Arms, Body, Legs
Head

AP
6
4
0
2

Wt
10 kg
5 kg
0.5 kg
0.5 kg

Ceremonial Armor
This is worn primarily by the most experienced hunters (and even then only rarely). It provides the most protection
available to the Yautja and is as much a status symbol as it is armor. It contains a mesh suit that can be used to attach
various devices and plates to protect important parts of the Yautjas anatomy.
Hunter Armor
This is the default armor worn by Yautja. It contains a mesh suit that can be used to attach various devices and plates to
protect important parts of the Yautjas anatomy.
Hunting Mesh-Suit
This provides no defense against the creatures being hunted, but does provide surprising protection against the elements.
It is designed to attach various devices for easy access.
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Mask
Not only does this provide protection from attack, but it also contains a variety of useful items, including a targeting matrix,
the ability to filter harmful chemicals out of the atmosphere, and a variety of vision enhancements. This provides a +20 to
all perception checks.
Chapter 2.1.3 Other Yautja Equipment
Following is a lost of some of the non-standard equipment available to the Yautja.
Bio-Chemical Acid - 0.5 kg
This is used to dissolve flesh and remove traces of a hunt or threat. It comes in a container that holds 10 uses, but it will
regenerate over time (approximately 1 use for every 10 minutes).
Survival Pack 50 kg
This pack comes with everything the Yautja needs for a hunt (aside from weapons). It includes a medical kit and the tools
needed to clean / prepare trophies.
Tracker 0.1 kg
By removing some of the fluid from a creature, the Yautja can bring up any information on the creature and use his mask
to assist in tracking it. This grants a +10 to all tracking attempts.
Wrist Gauntlet 0.1 kg
This contains the computer that controls all of the Yautjas equipment, the auto-destruct device, and data on the current
world the Yautja is on. It also acts as a communicator and GPS.
Cloaking Device
This device provides camouflage for the Yautja. It provides a +10% bonus to concealment tests involving the Yautja when
moving or +20% when standing still. If immersed in water, the device will not work for 5+1d10 minutes.

Chapter 2.2 Career Ranks


Yautja Characteristic Advances
Characteristic
Weapon Skill
Ballistic Skill
Strength
Toughness
Agility
Intelligence
Perception
Willpower
Fellowship

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Simple
100
100
250
250
250
500
100
250
500

Intermediate
250
250
500
500
500
750
250
500
750

Trained
500
500
750
750
750
1,000
500
750
1,000

Expert
750
750
1,000
1,000
1,000
2,500
750
1,000
2,500

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Yautja Ranks
The Unblooded
XP Level: 0-499

Young Blood
XP Level: 500-999

The Blooded
XP Level: 1,000-1,999

Warrior
XP Level: 2,000-2,999

Scout

Hunter

XP Level: 3,000-5,999

Lone Wolf

XP Level: 3,000-5,999

Hunt Leader

XP Level: 6,000-7,999

XP Level: 6,000-7,999

Honored One
XP Level: 8,000-9,999

Ancient
XP Level: 10,000-14,999

The Unblooded
Young and eager to prove their worth, the Unblooded prepare for their first hunt. They will either complete the hunt
successfully or die trying. Failure is not an option.
The Unblooded
Advance
Acrobatics
Basic Weapon Training (Yautja)
Catfall
Common Lore (Tech)
Die Hard
Dodge
Intimidate
Lightsleeper
Medicae
Performer (Storyteller)
Scholastic Lore (Beasts)
Sound Constitution *
* This may be taken 1 time at this rank

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Cost
100
100
100
100
100
100
100
100
100
100
100
200

Type
S
T
T
S
T
S
S
T
S
S
S
T

Prerequisites
Ag 30
Wp 40
Per 30
-

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Young Blood
Having completed their first hunt, the survivors continue proving their worth. They have proven they are ready for
dangerous hunts, and soon they will hunt the hard-meat to blood themselves and be considered worthy in their betters
eyes.
Young Blood
Advance
Cost
Chem-Use
100
Scholastic Lore (Legend)
100
Search
100
Shadowing +10
100
Silent Move +10
100
Sprint
100
Tracking +10
100
Fearless
200
Forbidden Lore (Xenos)
200
Sound Constitution *
200
Hunter Armor
300
* This may be taken 1 time at this rank

Type
S
S
S
S
S
T
S
T
S
T
O

Prerequisites
Shadowing
Silent Move
Tracking
-

The Blooded
You have continued to impress the hunt leaders and they finally took you to hunt the hard-meat. You defeated a warrior
in single combat and earned the right to mark yourself. You are now a blooded warrior and look to new challenges.
The Blooded
Advance
Cost
Ambidextrous
100
Basic Weapon Training (Las)
100
Basic Weapon Training (Plasma) 100
Dodge
100
Frenzy
100
Performer (Storyteller) +10
100
Pilot (Military Craft)
100
Scholastic Lore (Heraldry)
100
Survival +10
100
Sound Constitution *
200
Swim
200
Chakram
300
Net Gun
300
Pinning Fork
300
Plasma Caster
300
Smart Disk
300
* This may be taken 2 times at this rank

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Type
T
T
T
S
T
S
S
S
S
T
S
O
O
O
O
O

Prerequisites
Ag 30
Performer (Storyteller)
Survival
-

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Warrior
Survivor of many hunts, you are now a full-fledged member of your clan. You are free to join any hunts you desire, but
have not yet earned the right to lead the hunt.
Warrior
Advance
Cost
Battle Rage
100
Blind Fighting
100
Dodge +10
100
Hardy
100
Leap Up
100
Peer (Yautja)
100
Scholastic Lore (Archaic)
100
Scholastic Lore (Tactica Imperialis)
100
Scrutiny
100
Security
100
Thrown Weapon Training (Primitive) 100
Thrown Weapon Training (Yautja)
100
Sound Constitution *
200
Swim +10
200
Tech-Use
200
Unnatural Strength II
300
* This may be taken 2 times at this rank

Type
T
T
S
T
T
T
S
S
S
S
T
T
T
S
S
O

Prerequisites
Frenzy
Per 30
Dodge
T 40
Ag 30
Fel 30
Swin
-

Scout
You are the one the others turn to when they need prey found or new territories explored. You are part of the group, even
though you keep them at arms length.
Scout
Advance
Cost
Acrobatics +10
100
Awareness +10
100
Ciphers (War Cant)
100
Combat Master
100
Common Lore (Imperium)
100
Heightened Senses (Hearing)
100
Survival +20
100
Tracking +20
100
Navigation (Stellar)
200
Navigation (Surface)
200
Sound Constitution *
200
* This may be taken 1 time at this rank

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Type
S
S
S
T
S
T
S
S
S
S
T

Prerequisites
Acrobatics
Awareness
Survival +10
Tracking +10
-

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Hunter
You are part of the tribe and proud to hunt alongside them. You are capable of hunting on your own, but prefer to hone
your skills with others. You hope to lead the hunt someday, but until then are content to follow.
Hunter
Advance
Cost
Acrobatics +10
100
Awareness +10
100
Ciphers (War Cant)
100
Combat Master
100
Survival +20
100
Tracking +20
100
Common Lore (Imperium)
200
Heightened Senses (Hearing) 200
Navigation (Surface)
200
Sound Constitution *
200
Navigation (Stellar)
300
* This may be taken 1 time at this rank

Type
S
S
S
T
S
S
S
T
S
T
S

Prerequisites
Acrobatics
Awareness
Survival +10
Tracking +10
-

Lone Wolf
You prefer to hunt alone. Others do not bother you; you just have no need (or desire) to spend time with others. You are
skilled enough to hunt alone, and prefer to do so. Many Lone Wolves also act as the police for the Yautja and put their
talents to tracking down those who break their traditions and codes.
Lone Wolf
Advance
Cost
Assassin Strike
100
Barter
100
Hard Target
100
Interrogation
100
Lightning Reflexes
100
Lip Reading
100
Swift Attack
100
Talented (Concealment)
100
Trade (Armourer)
100
Trade (Cartographer)
100
Trade (Tanner)
100
Trade (Technomat)
100
Common Lore (Imperial Guard)
200
Pilot (Spacecreaft)
200
Sound Constitution *
200
Two-Weapon Wielder
200
* This may be taken 1 time at this rank

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Type
T
S
T
S
T
S
T
T
S
S
S
S
S
T
T
T

Prerequisites
Ag 40, Acrobatic
Ag 40
WS 35
WS or BS 35, Ag 35

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Hunt Leader
You have earned the right to lead the hunt. You are responsible not only for the hunt itself, but for the training of new
warriors. You may lead a hunt on your own or with several hunt leaders.
Hunt Leader
Advance
Cost
Assassin Strike
100
Barter
100
Command
100
Common Lore (War)
100
Hard Target
100
Lightning Reflexes
100
Swift Attack
100
Talented (Concealment)
100
Trade (Armourer)
100
Trade (Cartographer)
100
Trade (Tanner)
100
Trade (Technomat)
100
Common Lore (Imperial Guard) 200
Pilot (Spacecreaft)
200
Sound Constitution *
200
Two-Weapon Wielder
200
* This may be taken 1 time at this rank

Type
T
S
S
S
T
T
T
T
S
S
S
S
S
T
T
T

Prerequisites
Ag 40, Acrobatic
Ag 40
WS 35
WS or BS 35, Ag 35

Honored One
Honored Ones are Yautja that have survived hundreds of hunts. Surprisingly, they rarely go on hunts themselves any
more. They are the first layer of their peoples government, acting as advisors to the clan leaders. They are also
responsible for training the young and are the primary police force of their people. Many monitor communications for signs
of trouble (ships crashing, hunting parties overrun, etc)
Honored One
Advance
Cost
Air of Authority
100
Arms Master
100
Command
100
Command +10
100
Common Lore (Administratum) 100
Disarm
100
Dual Shot
100
Dual Strike
100
Lightning Attack
100
Scholastic Lore (Judgement)
100
Talented (Tracking)
100
Blademaster
200
Good Reputation
200
Independent Targetting
200
Sound Constitution *
200
Cermonial Armor
300
Unnatural Strength III
300
Unnatural Toughness I
300
* This may be taken 1 time at this rank

Type
T
T
S
S
S
T
T
T
T
S
T
T
T
T
T
O
O
O

Prerequisites
Fel 30
BS 30, Basic Weapons Training & Pistol Training
Command
Ag 30
Ag 40, Two-Weapon Wielder
Ag 40, Two-Weapon Wielder
Swift Attack
WS 30, Melee Training (Any)
Fel 50, Peer
BS 40
Unnatural Strength II
-

Ancient
Yautja live for several centuries (exactly how long is unknown as most die on the hunt). Ancients are Yautja that have
lived for several centuries and gone on thousands of hunts. They rarely, if ever, bother to hunt any more acting as the
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spiritual leaders for their people. They resolve disputes between clans and are accorded the greatest respect. When one
deigns to hunt (possibly by having his honor impugned or being made angry by his lesser), all Yautja take notice.
Ancients almost always hunt alone, and are among the most dangerous killers in the galaxy.
Ancient
Advance
Cost
Combat Master
100
Command +20
100
Common Lore (Adeptus Arbites) 100
Dodge +10
100
Forbidden Lore (Heresy)
100
Forbidden Lore (Warp)
100
Inquiry
100
Precise Blow
100
Scholastic Lore (Philosophy)
100
Sure Strike
100
Talented (Survival)
100
Wall of Steel
100
Sound Constitution *
200
Step Aside
200
Trade (Soothsayer)
200
True Grit
200
Unshakeable Faith
200
Unnatural Toughness II
300
* This may be taken 2 times at this rank

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Type
T
S
S
S
S
S
S
T
S
T
T
T
T
T
S
T
T
O

Prerequisites
WS 30
Command +10
Dodge +20
WS 40, Sure Strike
WS 30
Ag 35
Ag 40, Dodge
T 40
Unnatural Toughness I

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Chapter 3 Xenomorphs
Alien and deadly, the Xenomorphs are the single most dangerous threat man has encountered thus far. They are capable
of wiping out entire colonies in a matter of days. Worse, the Yautja are frequently not far behind an infestation. The
responses to a reported outbreak are swift and brutal.
Chapter 3.1 Xenomorph Standard Traits
Extra Limb, Tail: They can use this tail to attack anything within 1 meter (front, back & sides). 1d5 + SB damage.
Acid Blood: They use a bioorganic acid for their blood, any hit that does more than 5 points, sprays acid in a 90 degree
arc from the wound. The acid lasts for 1d10 rounds & does full damage each round. Make an agility check to avoid
damage Hand-to-Hand (less than 1 meter) is hard, 1 2 meters is difficult, 3 4 meters is challenging, and over 5
meters is ordinary. The acid does 1d10 damage per round it destroys armor at 1 AP every other round. Note: An attack
that uses fire does not cause the Xenomorph to bleed.
Disturbing & Fearsome: They are very unnatural creatures this gives them a minimum fear rating of 1.
Regeneration: They regenerate & can re-grow lost limbs. They are still capable of scarring and bleeding stops within 1d5
rounds. They do not regain wounds from this. Note: The acid is dangerous for 1d10 rounds. This is counted from the time
the bleeding stops unless the Xenomorph moves every round.
Sustained Life: They are very hardy creatures capable of surviving in a wide variety of environments. They can even
operate with little or no atmosphere (such as space) for a surprising length of time (unless injured). They are capable of
being frozen for an indefinite period of time, able to be revived with electricity or heat.
Hive Mind: It is unknown exactly how they communicate. They may communicate through a form of telepathy, using
pheromones, vibration through the walls of the hive, or some other method. The hissing and other such sounds that they
make are either for emphasis or entirely involuntary. This allows them to act in a surprisingly coordinated fashion and
react to a threat rapidly. Note: Any telepath who spends time around a hive suffers from terrible nightmares.
Dark Vision: It is unknown how they see as the have no eyes. They may use sonar, radar or enhanced hearing. They can
operate in little or no light without penalties.
Stealthy: Xenomorphs gain a +10 to Stealth checks made within a hive as they are designed to blend in. Additionally,
there is a -10 modifier to anyone trying to detect them using infrared as they are room temperature.
Silicon-based Lifeform: Xenomorphs are silicon-based. This renders them immune to most diseases and toxins that
affect humans.
Chapter 3.2 Xenomorph Drone
Type: Indigin
Attributes: WS: 45, BS: -, S: 50, T: 45, Ag: 45, Int: 20, Per: 40, WP: 25, Fel: Wounds: 25
Form: Bipedal
Size: Hulking
Class: Predatory Silicate
Armor: 6 (primitive)
Fear: 2
Attacks
Claw (2): 1d10 + 8 (either R or I)
Bite: 1d5 + 4 R
Tail: 1d5 + 4 R
Talents: Fearless, Resistance to Acid (+10%), Sprint
Skills: Climb +30%, Concealment +30%, Silent Move: +30%, Tracking +10%
Traits: Unnatural Strength

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Chapter 3.3 Xenomorph Queen


Type: Indigin
Attributes: WS: 55, BS: -, S: 60, T: 55, Ag: 45, Int: 30, Per: 40, WP: 25, Fel: Wounds: 45
Form: Bipedal
Size: Enormous
Class: Predatory Silicate
Armor: 8 (primitive)
Fear: 3
Attacks
Claw (2): 1d10 + 12 (either R or I)
Bite: 1d5 + 12 R
Tail: 1d5 + 12 R
Talents: Fearless, Resistance to Acid (+10%), Sprint
Skills: Climb +30%, Silent Move: +30%, Tracking +10%
Traits: Unnatural Strength
Egg Layer: The queen can lay dozens of eggs in a day and will do so until she dies. She is the heart and ruler of a
Xenomorph hive.
Chapter 3.4 Xenomorph Facehugger
Type: Indigin
Attributes: WS: -, BS: 55, S: 35, T: 50, Ag: 65, Int: -, Per: 40, WP: 25, Fel: Wounds: 5
Form: Crawler (it appears as a 6 fingered hand)
Size: Puny
Class: Predatory Silicate Gestalt
Armor: 2 (primitive)
Fear: 1 (3 if the character knows what it can do)
Attacks
Tail: 1d5 + 5 I (it uses this to render its host unconscious)
Talents: Fearless, Resistance to Acid (+10%), Sprint
Skills: Climb +30%, Concealment +30%, Silent Move: +30%, Tracking +10%
Traits
Gestalt: Facehuggers (as they are called) start their existence as an egg. They can remain in this form for literally
centuries (and possibly millennia). When a suitable host comes along, the egg hatches. It also sends out a telepathic or
pheromone signal to keep others from hatching & attaching themselves to their chosen victim.
Implantation: The facehugger exists for only 1 reason, to implant a fetal Xenomorph into a host. The chestburster will exit
the victim 1d10 hours (longer if treated in a medical facility) after implantation.
Leap: Facehuggers have a truly incredible ability to leap and can cover up 10 meters by using their powerful tail as a
spring (hence the fact that they have a BS and no WS). Once they hit, they immediately initiate a grapple.
Toxic: Facehuggers use a powerful nerve gas to render their victims unconscious. This requires the facehugger to have r
successfully grappled their victim. Once grappled, they place their victim in a deep sleep-like state, this cannot be
resisted.
Life Support: Facehuggers acquire the nutrients needed to keep their host alive until the chestburster is capable of
surviving without the host. They can keep a host alive in any environment short of a vacuum.
Grappling: Facehuggers are excellent at grappling and this is their preferred method of attack. They are considered to
have unnatural strength when grappling.

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Chapter 3.5 Xenomorph Chestburster


Type: Indigin
Attributes: WS: 25, BS: -, S: 20, T: 40, Ag: 45, Int: 10, Per: 30, WP: 25, Fel: Wounds: 5
Form: Crawler
Size: Puny
Class: Predatory Silicate Young
Armor: 2 (primitive)
Fear: 1 (2 if it is witnessed bursting out of its host)
Attacks
Bite: 1d5 + 2 R
Talents: Fearless, Resistance to Acid (+10%), Sprint
Skills: Climb +30%, Concealment +30%, Silent Move: +30%, Tracking +10%
Traits
Rapid Growth: After bursting out of their victim (which kills the victim), they grow extraordinarily fast. They reach full size
within 1d10 hours. They require a diet of meat, metal, and silicon to reach full size.

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