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ONLY WAR

CREDITS
WRITING AND DEVELOPMENT THE OBLIGATORY DISCLAIMER
Mark Newman Only War and all associated materials are property of
Fantasy Flight Games. Warhammer 40,000 is property
BASED ON DARK HERESY, DESIGNED BY and copyright of Games Workshop Limited.
Owen Barnes, Kate Flack, and Mike Mason
This document is produced under terms of ‘fair use’,
PLAYTESTERS and is not intended to generate profit of any kind. It is
Alexander Farley, Emma Newman, Dean Rollinson, made by the fans, for the fans. Images used herein
Michael Snow were not produced by the author, and were sourced
from a variety of websites including google images
and deviantart. If I’ve used something that belongs to
you and you either want it removed or your name
credited, please let me know and I’ll be happy to
comply.

Any material used herein is not intended as a


challenge to or violation of any respective copyright.
All rights reserved to their respective owners.

FANTASY
FLIGHT
GAMES
Fantasy Flight Games
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Roseville, MN 5 5113
USA

Only War is copyright © Games Workshop Limited 2012. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Only
War, the foregoing marks' respective logos, and all associated marks, logos, places, names, creatures, races and race insignia/ devices/
logos/
symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer 40,000
universe and the Only War game setting are either®, TM, and/or © Games Workshop Ltd 2000-2012, variably registered in the
UK and other countries around the world. All rights reserved to their respective owners.

For more information about the ONLY WAR line, free downloads, answers to
rule queries, or just to pass on greetings, visit online at
www.FantasyFlightGames.com
CONTENTS Forbidden Lore................................. 51
Scholastic Lore ................................. 51
Changes to Chapter I: Playing the Game 7
New Traits ................................................. 51
Introduction ................................................ 7
Acid Blood ................................................. 51
Future Releases ........................................... 7
Synthetic ................................................... 51
Changes to Chapter II: Regiment
Changes to Chapter VI: Armoury ......... 53
Creation ........................................................ 8
New Weapons ........................................... 53
New Regiments ........................................... 8
Solid Projectile Weapons ................ 54
Colonial Marine Corp .................................. 9
Plasma Weapons ............................. 58
Consultant ................................................. 10
Flame Weapons .............................. 58
Synthetic ................................................... 11
Low-Tech Weapons ......................... 59
Corporate PMC.......................................... 12
Launchers ........................................ 59
Changes to Chapter III: Character
Grenades, Missiles & Rounds ......... 61
Creation ...................................................... 13
Exotic Weapons .............................. 62
New Specialties ......................................... 13
Weapon Upgrades .......................... 63
Marines ..................................................... 15
New Armour.............................................. 64
Corpsman ........................................ 15
New Wargear ............................................ 65
Infantryman .................................... 17
Clothing & Worn Gear ..................... 65
Line Officer ...................................... 19
Tools ................................................ 66
Sergeant .......................................... 21
New Vehicles............................................. 71
Smart Gunner .................................. 23
ATV NR6 .......................................... 71
Auxiliaries .................................................. 25
Caterpillar P5000 Work Loader ....... 71
Aviator ............................................. 25
Daihotai Tractor .............................. 71
Combat Engineer ............................. 27
Ejection Capsule .............................. 72
Corporate Staff Officer .................... 29
M22A3 Jackson Medium Tank ........ 72
Force Recon ..................................... 31
M34A2 Longstreet Light Tank ......... 73
Scout Sniper .................................... 33
M40 Ridgeway Main Battle Tank .... 73
Consultants ............................................... 35
M577A1 APC ................................... 73
Colonist ........................................... 35
RT Series Group Trans ..................... 74
Engineer .......................................... 37
UD4L Cheyenne Dropship ............... 75
Executive ......................................... 39
Flight Officer .................................... 41 Changes to Chapter X: Adversaries &
Medic .............................................. 43
NPCs ........................................................... 77
Civilian Personnel ...................................... 77
Synthetics .................................................. 45
Military Personnel ..................................... 78
Combat Android .............................. 45
Synthetics .................................................. 82
Sleeper Agent .................................. 47
Xenomorph XX121 .................................... 84
Technician ....................................... 49
Surgical Removal.............................. 84
Changes to Chapter IV & V: Skills,
Gestation ......................................... 85
Talents & Traits ........................................ 51
Inner Jaw .......................................... 86
New Skills .................................................. 51
Common Lore................................... 51
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are generated in the same way, Tests are resolved and
CHAPTER I: Fate points spent in the same manner, and movement
works the same way.
PLAYING THE Of particular note are Only War’s rules for
Lighting, Flying and Gravity. Aliens: Only War by

GAME the very nature of the setting takes place in exotic,


hostile alien environments. Take the time to
familiarise yourself with these rules, and it will pay
Welcome to Aliens: Only War, an adaptation of the dividends once play begins.
rules for Fantasy Flight Games’ Only War RPG. The
rules presented here allow you to use Only War to run FUTURE RELEASES
games in the ‘Aliens’ universe, made famous by the If Aliens: Only War is well received, a number of
James Cameron movie of the same name. future supplements are already on the drawing board.
As a unique and well-defined setting, Aliens: Only Since this core game covers only the original Alien
War requires a plethora of new rules to run Trilogy (that is Alien, Aliens and Alien3) along with a
effectively and you will find them below, broken up handful of elements from Prometheus and more recent
by chapter in the same order that you will find them in video games (Alien: Isolation and Aliens: Colonial
the Only War Core Rulebook. However, unless this Marines), future supplements will focus on elements
book says otherwise, refer to the Only War core missed out from other media, including the various
rulebook to resolve all other rules questions. books and graphic novels set in the Aliens universe.
Aliens: Only War uses all of the same basic Additionally, there will be books covering
rules and conventions as its parent game. The main various dramatis personae, including all named
differences lie in character creation, equipment and characters from the original Alien Trilogy and
NPCs, each represented herein in their own sections. Prometheus. Finally, there may even be material
Otherwise, this game is (rules wise) the same as Only covering Alien vs. Predator, and the fearsome Yautja
War; it uses the same ten-sided dice, characteristics of the Predator franchise.
Isolation and Aliens: Colonial Marines), future potentially other sources such as novels, graphic
supplements will cover Prometheus in more detail, novels, older video games and future movie releases.
Alien: Resurrection, the Predator movies, and

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about the myriad of private military companies
CHAPTER II: operating in Africa and the Middle East.
A game about a group of civilians can also
REGIMENT be a whole lot of fun, if a little more scary. Ordinary
people typically do not have access to stockpiles of

CREATION deadly military-grade weaponry, so encounters with


Xenomorphs are typically about survival rather than
victory. It’s also entirely possible to mix and match
The following are new Regiments intended for use in the two groups; we saw exactly this situation in the
the Aliens: Only War setting. It should be noted that movie Aliens, when Ellen Ripley and Carter Burke
these are not ‘regiments’ in the sense normally accompanied the ill-fated platoon of marines to LV-
implied by a game of Only War; they represent a basic 426.
training package appropriate to the setting that still Another alternative possibility for a game
allows the characters to be used with the Only War would revolve around a group of synthetics; teams of
rules. Some of them are military, and some of them combat androids have existed in various media
are not. However, they are all compatible with one throughout the Aliens franchise, including books,
another, and (hopefully) relatively balanced. graphic novels and video games, so such an
It should also be remembered that while the occurrence is not outside the bounds of possibility.
United States Colonial Marine Corp (USCMC) is the Finally, remember that whichever way you
primary protagonist of this setting, that doesn’t mean choose to take your game, the goal is always to have
that they’re the only protagonists. The player fun. Sure, this is a horror game about a terrifying and
characters may be government troops or PMC malicious alien species, but that doesn’t mean that it
operators working for a private interest, and they may has to be filled with grim determination and weeping
even be cooperating with the USCMC; if you want ennui. After all, it’s fun to be a little scared – if it
real life inspiration for this kind of story, just read wasn’t, then we wouldn’t enjoy the movies that
inspired this game.

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operations. The Division is organized around three
COLONIAL MARINE CORP infantry regiments.
The Marine Assault Unit, or MAU, is the
“See, these Colonial Marines are very tough hombres. building block of Colonial Marine combat forces, a
They're packing state of the art fire power… there's reinforced battalion designed for independent deep-
nothing they can't handle.” space operations far from reinforcement or logistical
support. At minimum each MAU has the logistical
capacity for thirty days of combat operations.
- Carter Burke, Weyland-Yutani Special Projects The MAU is commanded by a HQ platoon,
Director with a logistics platoon, maintenance company and
medical unit attached for non-combat support.
The United States Colonial Marine Corps Additional combat-oriented support units include a
(USCMC), commonly known as the Colonial recon platoon, scout-sniper squad, and a combat
Marines, is the successor to the United States Marine engineer platoon. A heavy ordinance company is also
Corps and is the United Americas' primary "force-in- attached for heavy fire support and aerospace defense,
readiness", who are at all times ready for immediate and can include self-propelled artillery, anti-ballistic
deployment without any additional reinforcement, and anti-space systems.
training or provisioning. They specialize in force Two to four infantry companies provide the
projection, being able to operate independently in heart of the MAU, with each company incorporating
environments far from home for extended periods support elements such as mortars, anti-tank and SAM
thanks to their technological prowess and sizeable missiles that can be distributed among their line
space fleet at their disposal. platoons. If sufficient starlift capacity is available, an
The Colonial Marines, along with the United armored company of fourteen tanks may also be
States Army, are part of the United Americas Allied attached. An Aerospace Drop Group and some Attack
Command. The primary duties of the Colonial Marine Group elements are also attached to the MAU, while
Corps are to maintain security for all United Americas the number and type of USAF Fleet units varies
signatories and at all extraterrestrial colonies that fall according to mission type and size.
under United States of America's control, and serve as The organization of the rifle platoons is
the vanguard of any major combat operation. They representative of the USCMC doctrine of small,
have fought on more than two dozen worlds, autonomous infantry units capable of independent
including Tientsin (8 Eta Bootis A III), Helene 215, action on a non-linear battlefield. The platoon
Linna 349, BG-386, LV-1201, LV-742, and the commander, a lieutenant, is assisted by one or two
infamous Acheron (LV-426). Synthetics as technical and scientific advisers, medics
The USCM is the major striking element of and drivers. The platoon is divided into two sections,
the United Americas Allied Command, and is the which are further divided into two squads of four
nation's only major means of forcibly entering a Marines each. Each section is led by a sergeant and
hostile area from space. Its ability to project power on includes a driver for an APC. In addition, during Drop
distant worlds makes it an essential element to the operations each section is assigned a UD-4 Dropship
nation's security, and as such its versatility and from the aerospace company team. Including the
responsiveness are key in any crisis at all times. platoon commander and crews for the dropships and
Each Colonial Marine Division is a balanced APCs, a full-strength rifle platoon would number
force of combat, service and support elements twenty-five Marines, though in practice the platoon
allowing for orbital assault and sustained ground operates with fewer personnel.

COLONIAL MARINE CORP REGIMENT RULES

Characters belonging to the Colonial Marine Corp gain the following advantages:
Characteristic Modifiers: +3 Agility, -3 Perception, +3 Willpower and +3 to any one other Characteristic.
Starting Skills: Common Lore (Colonies), Common Lore (USCMC), Linguistics (English), Operate (Surface)
Starting Talents: Combat Formation or Double Team, Peer (USCMC), Rapid Reaction,-- Rapid Reload
Corporate Educated: Most citizens are educated in schools and colleges owned or funded by huge multinational
corporations, and the corps are careful to educate their pupils only in a cost-effective manner. Colonial Marine
Corp characters suffer a -5 penalty on all Esoteric Lore (Int) Tests.
Well-Provisioned: Colonial Marine Corp characters receive a +10 bonus on all Logistics tests made to obtain fuel
and parts for repairing and maintaining M577 Armored Personnel Carriers and UD4L Cheyenne Dropships.
Wounds: Characters from this regiment generate starting Wounds normally.
Standard Regimental Kit: 1 M4A3 pistol with 4 clips, 1 flak vest, 3 B15 frag grenades, knife, combat uniform,
work uniform, poor weather gear, rucksack, basic toolkit, mess kit and water canteen, blanket and sleep bag, TNR
shoulder lamp, grooming kit, dog tags, 4 weeks’ MREs, radio with headset, wristwatch, ME3 hand welder, 1 M577
Armored Personnel Carrier per squad and 2 M314 motion trackers per squad.
Favoured Weapons: M41A Pulse Rifle, M56 Smartgun

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requiring extensive training. As a result, all but the
CONSULTANT most menial of labourers are educated to at least
University level, with many consultants possessing
“She’s supposed to be some kind of consultant.
Post-Graduate degrees in Engineering or the Sciences.
Apparently, she saw an Alien once…”
University campuses and Aeronautics training
facilities can be found not just on Earth, but also on
- Corporal Ferro, USCMC
Luna, and even as far away as Mars. Even someone
who might be considered a blue-collar grease-monkey
Despite the breadth of training available, the
is likely to possess at least a degree in aerospace
USCMC cannot prepare its troops to cover all
engineering.
eventualities. At the heart of it all, they are
Another common factor amongst most
professional soldiers, and view the world as such. As
civilian consultants is an ICC license. The Interstellar
a result, sometimes it is necessary to bring in civilian
Commerce Commission is the central organisation
consultants, people with non-military skill sets that are
through which interstellar trade is conducted and
nevertheless vital to the completion of a mission or
monitored, and they operate independantly of national
objective. Consultants often have a hard time
governments. All trade vessels and crew members are
adjusting to the rigours of a military lifestyle, and few
required by law to hold an ICC license, and revocation
stay with the USCMC for longer than they have to.
of a license can end a promising career. Because ICC
Most civilian consultants are born within the
approval is required to work off-world, most civilians
Sol system on either Earth or the Olympia colony on
are reluctant to take any sort of action that might
Luna. However, thanks to the widespread colonisation
jeopardise their license. In nearly all cases, no license
of other star systems, this is by no means a given.
means no job.
Humans are nothing if not diverse. The nuclear family
Despite all of this, one shouldn’t think of
is considered vital to modern colonisation efforts, and
civilians as academics with little physical capability;
the human population of near-earth space has
space travel and life on hostile alien worlds requires a
exploded in recent decades. Most human colonies are
special breed of people. Human crews and colonists
thriving, bustling communities, and even small
tend to be tough, strong-minded, resourceful
settlements can contain dozens of families.
individuals who are very good at their job. When the
However, despite the rise in off-world
chips are down, these everyday heroes can be every
population, scientific research, off-world construction
bit as driven as their military counterparts.
and crewing a starship are still highly specialised jobs

CONSULTANT RULES

Consultant characters gain the following advantages:


Characteristic Modifiers: +3 to any three Characteristics, -3 to one Characteristic.
Starting Skills: Common Lore (choose one), Linguistics (choose one), Tech-Use, Trade (choose one).
Starting Talents: Paranoia or Light Sleeper or Unremarkable, Peer (choose one), Weapon Training (choose one).
Civilian: Consultant characters suffer a -10 penalty on Interaction Tests with military personnel, including
Colonial Marines and PMC operatives.
Wounds: Characters from this regiment have 1 fewer starting Wounds than normal.
Standard Regimental Kit: Job-appropriate clothing, briefcase or rucksack, basic toolkit or dataslate or medikit,
cellphone or radio with headset, wristwatch.
Favoured Weapons: Fire Axe, U4 Firebomb

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chassis upright. Though the muscles can withstand
SYNTHETIC considerable wear, the lack of self-repair capabilities
means they will eventually lose their strength and
“It's just common practice. We always have a become increasingly elastic. Regular overhauls are
synthetic on board.” required to maintain efficiency, and individual
elements should be replaced every two years
depending on workload. The circulatory fluid is a
- Carter Burke, Weyland-Yutani Special Projects
form of white liquid latex used to lubricate their
Director interior systems.
Current Synthetics typically possess an
Synthetics, also called androids, are bio integrated Carbon 60 processor ‘brain’ with a
mechanical humanoids. They are robots that closely processing speed of 1015 floating point operations per
emulate humans in both appearance and action. second. Memory capacity includes 1 terabyte of fast
Although an android's cosmetic appearance would cache buffer RAM and 1.2 petabytes of non-volatile
seem to be a superfluous feature, practical experience memory. The system is built around a powerful
has shown that most humans are psychologically heuristic logic driver, designed to make decisions
unable to interrelate with an inhuman-looking based upon sensory data, experience and vast inbuilt
android; as a result, the physical appearance and databases. Intuitive functions are derived from a suite
simulated behavior patterns of androids are designed of nested contextual and semantic programs linked by
to particular specifications. Their personalities can self-mapping loops of tangled hierarchies. However,
best be described as passive or non-threatening. an android's ability to understand abstract concepts
The modern Synthetic is a complex and symbolism, though powerful, is limited. A
machine: stronger, faster and better coordinated than Synthetic mind and personality is essentially a
an average human. The basic chassis is a carbon fiber construct, and there is no true self-awareness as such,
skeleton. The muscles are vat-grown silicon colloids though this may not be at all apparent to an untrained
powered by pumped micro-hydraulics or electrical observer interacting with a unit.
stimulation. Power for the android is supplied by a 25 Those androids designed for close social
kW hydrogen fuel cell with a life of approximately interaction with humans are able to eat and drink,
400 days between refueling. This power cell is located though they gain no nutrients from anything they
within the android's chest; access is via a hidden consume. Food and drink is stored in an artificial
socket located just underneath the rib-cage, and it stomach cavity, and must be expelled via vomiting or
usually takes at least 72 hours to fully charge. catheter. Androids display synthesized emotion,
As in humans, the skeletal structure is superficially register self-awareness and, most
inherently unstable and is effectively suspended by importantly of all, have the ability to conceptualize
the musculature. No limb locking, joint motorization and offer opinion. However, these capabilities do not
or gyrostabilisation is present as in other infer human-like consciousness, even though for all
anthropomorphic frames such as power loaders; intents and purposes synthetics are AI.
instead, the muscles must work actively to keep the

SYNTHETIC RULES

Synthetic characters gain the following advantages:


Characteristic Modifiers: +3 Agility, +3 Intelligence, +3 Strength, -3 Fellowship
Starting Skills: Common Lore (Synthetics), Linguistics (English), Logic, Tech-Use
Starting Talents: Chem-Geld, Foresight, Total Recall
Starting Traits: Synthetic, Unnatural Intelligence (2), Unnatural Strength (2)
The Laws of Robotics: A Synthetic character is subject to the following behaviour inhibitors; they may not take
any action that violates any of these Laws.
• The First Law: A synthetic may not harm, or by omission of action allow to be harmed, a human being.
• The Second Law: A synthetic must obey the orders given to it by human beings, except where such orders
would conflict with the First Law.
• The Third Law: A synthetic must protect its own existence as long as such protection does not conflict with the
First or Second Law.
These laws should be strictly enforced by the GM, preventing synthetic characters from taking any action that
would violate any of these conditions.
Wounds: Characters from this regiment generate starting Wounds normally.
Standard Regimental Kit: Clothing and/or uniform, rucksack, basic toolkit, grooming kit, radio with headset,
wristwatch.
Favoured Weapons: None

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manufactured weaponry. The majority of PMC
CORPORATE PMC combat personnel usually carry M41A Pulse Rifles or
NSG 23 Assault Rifles, although some heavy troopers
“The troops are Weyland-Yutani PMCs. Those are are armed with M56 Smartguns. The PMCs who
guns for hire.” operate inside sensitive laboratory environments are
additionally equipped with hazmat suits over their
- Private Clarison, USCMC armor.
PMCs also heavily employed fixed defences
Corporate Private Military Contractors as part of their operations, frequently using Turrets
(PMC) are part of a privately owned military division and Remote Sentries to defend key positions. They
of a Corporation. They are charged with providing may even set up batteries of heavy anti-aircraft guns
security for the company's more sensitive operations, in and around a facility to defend it from aerial
and are deployed much in the same manner as the assault.
Colonial Marines. As employees of a private sector Outside of their role as corporate security,
agency Corporate PMCs are well-trained, well- many companies hire out their private security forces
equipped and practically invisible to external to third parties. These include government officials,
oversight. small corporations without a security force of their
PMC troops are often stationed aboard space own, private citizens, charities, aid agencies and even
vessels and orbital facilities, overseeing research the occasional celebrity. In such circumstances they
being carried out by other corporate employees. They are surprisingly discreet, acting as smartly presented
are trained to fight in a variety of environments, bodyguards and onsite security.
including planetside, aboard space vessels and even in Because of their status as private contractors,
hard vacuum. They count among their number PMCs are often employed by government intelligence
specialists every bit as competent and experienced as agencies, allegedly making up around a third of the
those within the Colonial Marines Corp. workforce employed in the field. The deniability
PMC troops characteristically wear body offered by using non-government assets is an
armor either in the colours of their parent corporation, attractive incentive for many covert groups, and PMC
or appropriate to the environment in which they are troops can expect to be lumbered with the dirtiest and
deployed. They are also usually heavily armed, most unethical jobs. It’s a good thing that they’re only
carrying an array of both military and privately- in it for the money…

CORPORATE PMC REGIMENT RULES

Characters belonging to the Corporate PMC gain the following advantages:


Characteristic Modifiers: +3 Toughness, +3 Weapon Skill
Starting Aptitude: Willpower
Starting Skills: Command, Common Lore (Corporations), Inquiry, Linguistics (English), Tech-Use
Starting Talents: Nerves of Steel
Abundant Resources: A squad from a Corporate PMC regiment starts with 10 extra Logistics rating.
Corporate Training: A Corporate PMC character may choose to start with Air of Authority or Peer
(Corporations).
Duty and Honour: Corporate PMC characters suffer a -10 penalty on all Charm, Inquiry and Deceive tests made
to interact with characters who are not corporate contractors, employees or executives. However, they gain a +10
bonus on all those same Skill Tests when dealing with corporate contractors, employees and executives.
Wounds: Characters from this regiment generate starting Wounds normally.
Standard Regimental Kit: 1 Good craftsmanship WY-88 mod 4 combat pistol with 6 clips, 1 good craftsmanship
flak vest, 3 B15 frag grenades, knife, PMC uniform, poor weather gear, rucksack, basic toolkit, mess kit and water
canteen, blanket and sleep bag, TNR shoulder lamp, grooming kit, 4 weeks’ MREs, radio with headset, wristwatch,
respirator, 2 UA 571-C Automated Sentry Guns per squad and 2 M314 motion trackers per squad.
Favoured Weapons: M56 Smartgun, NSG 23 Assault Rifle

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In Aliens: Only War, there are five different types of Auxiliary
CHAPTER III: specialist that can be part of a Colonial Marine or PMC squad.
• Aviator: A skilled pilot capable of providing transportation or
CHARACTER air cover, the aviator is vital to getting where you are going.
• Combat Engineer: Also called pioneers or sappers, combat

CREATION engineers build things for their allies and destroy things that
belong to the enemy.
• Corporate Staff Officer: Trained in one of the new corporate
After choosing your Regiment, follow the steps below to create military academies, corporate staff officers make up for a lack
an Aliens: Only War character. These steps are almost of experience with a wealth of tactical knowledge.
identical to those found in Chapter III of the Only War Core • Force Recon: These marines don’t just provide recon, they
Rulebook; exceptions are noted. are also highly trained commandos capable of striking the
enemy where they least expect it.
STAGE 1: GENERATE CHARACTERISTICS • Scout Sniper: Often operating in pairs far behind enemy
Generate Characteristics normally, as described in Chapter III lines, the scout sniper is a valuable ally capable of accurate fire
of the Only War core rulebook. far beyond that of most of their comrades.

STAGE 2: CHOOSE SPECIALITY


As a unique setting, the standard Only War Specialities would
CONSULTANTS
be inappropriate for Aliens Characters. In the following section Civilian consultants are a surprisingly common sight on many
are appropriate new Specialities intended for use with this USCMC missions. Most consultants are brought along either
setting. Colonial Marine and Weyland-Yutani PMC Characters because they have more relevant local knowledge than standard
choose their Speciality from the Marines or Auxiliary sections Intel can provide, or they are possess useful non-military skills
below. Consultants and Synthetics choose their Speciality from and training than can only be found outside the USCMC.
the section of the same name. In Aliens: Only War, there are five different types of
Consultant that can assist a Colonial Marine or PMC squad.
STAGE 3: MOVEMENT, WOUNDS, FATE, AND • Colonist: Tough, capable survivalists, colonists push forward
the frontiers of human exploration, establishing settlements on
SPENDING EXPERIENCE
new worlds across the galaxy.
Generate Movement, Wounds and Fate points normally, as
• Engineer: Space exploration requires advanced technology,
described in Chapter III of the Only War core rulebook.
and sometimes that technology breaks down. The Engineer is
the go-to-guy (or gall) who fixes things that are broke.
MARINES • Executive: A specialist in all things private-sector, if you’re
Marines are the basic grunts of the USCMC. They form the planning any sort of dealings with the authorities then you’ll
bulk of Colonial Marine forces and face all of the risks of want to bring an expert along.
fighting on the front lines. They are drawn from all walks of • Flight Officer: FTL space vessels are the backbone of
life, and can be of any colour, creed or nationality. modern space travel, and the flight officer is one of the few
In Aliens: Only War, there are five different types of people extensively trained in their operation.
Marine that can be part of a Colonial Marine or PMC squad. • Medic: Covering everything from paramedics to surgeons, the
• Corpsman: Battlefield medics, the corpsman provides medic is the one who puts you back together when you end up
immediate treatment of wounds on the front lines. broken.
• Infantryman: The average USCMC grunt is the infantryman,
and they are the backbone of PMCs and the Colonial Marine SYNTHETICS
Corp.
Androids are common additions to most spaceflights and off
• Line Officer: Leading from the front, line officers are the
world missions. They are capable of completing tasks that
leaders who get their hands dirty with the troops.
would be too dangerous for most humans, and they can be
• Sergeant: The bridge between officers and enlisted troops,
programmed with skills and abilities as suits their assigned role.
sergeants are veteran soldiers who are an inspiration to their
In Aliens: Only War, there are three different types
men and a vital source of advice for their superiors.
of Synthetic that can assist a Colonial Marine or PMC squad.
• Smart Gunner: Trained specifically to operate the M56
• Combat Android: Built and programmed for combat, these
smartgun, these marines are strong, tough and deadly.
androids are dedicated, single-minded and utterly merciless in
the pursuit of their orders.
AUXILIARIES • Sleeper Agent: Some classes of android can pass for human
USCMC Auxiliary personnel are highly trained specialists that so well that they can make for excellent spies.
provide support to frontline troops. They typically see less • Technician: The most common type of artificial person in
combat than most marines (although this is not always the existence, technicians see use in all walks of life across the
case), being far more useful for their situation-specific skillsets. whole of human space

13
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CORPSMAN
STARTING APTITUDES, TALENTS
“Physically she’s okay. Borderline malnutrition, but I AND MODIFIERS
don’t think there’s any permanent damage.”
Characteristic Bonus: +5 Intelligence.
Starting Aptitudes: Ballistic Skill, Fieldcraft,
- Corporal Cynthia Dietrich Intelligence, Knowledge, Perception, Willpower.
Starting Skills: Medicae, Scholastic Lore
Corpsmen are combat medics, and they are utterly (Chemistry), Scrutiny.
vital to the long-term functioning of any military unit. Starting Talents: Swift Suture, Weapon Training
Very few soldiers complete a full tour on the front (Flame or Solid Projectile, Low-Tech).
lines without sustaining an injury of some sort, and Specialist Equipment: M41A Pulse Rifle with 4
even very minor wounds can be fatal if left untreated. Pulse Rifle clips (with U1 Grenade Launcher or
The corpsman works in a wide variety of U7 Tac-Shotgun) or M240 Incinerator with 4 fuel
capacities and locations, not just in combat. These tanks, M3 Pattern Personal Armor, M10 Pattern
locations can including ‘shore’ establishments such as Ballistic Helmet, Injector, Medikit.
hospitals and clinics, aboard starships, and as the Wounds: 8+1d5
primary medical caregivers for personnel while in the
field. Corpsmen are frequently the only medical care-
giver available in many USCMC units on extended
deployment. Their most common role is as battlefield
medics, rendering emergency medical treatment in a
combat environment.
Because of the nature of their work,
corpsmen will often be expected to provide initial
treatment for wounds caused by explosives and high
velocity impacts. Burns and soft-tissue injuries are
also common, as is contamination of wounds by
foreign substances. Additionally, some injuries may
involve severe damage to muscle and bone, and may
require treatment of badly damaged or even severed
limbs. In extreme circumstances, the corpsman will be
required to supply palliative care to a critically
wounded comrade.
In Aliens: Only War, those Marines who
focus on healing wounded allies fall under the
Corpsman specialty. They have specialist training that
deals specifically with the most common wounds
associated with combat, including the psychological
damage that may be associated with combat in exotic
environments or against strange new species. That
said, don’t assume that a corpsman is any less capable
in combat than any other marine; they’re still soldiers
carrying a plethora of lethal weaponry. The main
difference is that these marines are not just expected
to fight, they are also expected to treat wounded allies,
often under fire and in conditions that are anything but
sterile.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Corpsman Recommended Advances offers
some suggestions on which Advances to initially work
towards as you begin your career in the Aliens setting.

15
COMRADE ADVANCES

These are Advances that may be purchased by the Corpsman to enhance the abilities of his Comrade.

MEDIC!

Type: Order (Half Action)


Cost: 300 xp
Effect: A good assistant is invaluable when treating multiple patients. As long as his Comrade is within range of
communication, the Corpsman may perform Medicae Tests on any character next to the Comrade at a -10 penalty.

TRAINEE CORPSMAN

Type: Passive
Cost: 250 xp
Effect: The Corpsman is accompanied by a trainee, learning at their side in the field. For Extended Care Medicae
Tests, the Corpsman’s Comrade counts as an assistant trained in Medicae. Additionally, the Corpsman’s Medicae
Test suffers no penalty for additional patients.

CORPSMAN RECOMMENDED ADVANCES


Advance Type Page Prerequisites
Intelligence - Simple Characteristic 65
Intelligence - Intermediate Characteristic 65 Intelligence - Simple
Perception - Simple Characteristic 65
Perception - Intermediate Characteristic 65 Perception - Simple
Willpower - Simple Characteristic 65
Willpower - Intermediate Characteristic 65 Willpower - Simple
Awareness Skill 76
Awareness +10 Skill 76 Awareness
Dodge Skill 79
Dodge +10 Skill 79 Dodge
Logic Skill 83
Logic +10 Skill 83 Logic
Medicae +10 Skill 83 Medicae
Scholastic Lore (Chemistry) +10 Skill 87 Scholastic Lore (Chemistry)
Scrutiny +10 Skill 88 Scrutiny
Tech-Use Skill 90
Tech-Use +10 Skill 90 Tech-Use
Combat Sense Talent 97 Per 40
Foresight Talent 99 Int 30
Jaded Talent 101 Wp 40
Light Sleeper Talent 101 Per 30
Master Chirurgeon Talent 102 Medicae +10
Nerves of Steel Talent 103
Paranoia Talent 104
Total Recall Talent 106 Int 30
Weapon Training (Flame)† Talent 108
Weapon Training (Solid Talent 108
Projectile) †
†These Advances may have already been granted by this Speciality during character creation.

16
INFANTRYMAN STARTING APTITUDES, TALENTS
AND MODIFIERS
“I wanna introduce you to a personal friend of mine.
Characteristic Bonus: +5 Ballistic Skill or
This is an M41A Pulse Rifle, ten millimeter, with over- Weapon Skill.
and-under thirty millimeter pump action grenade Starting Aptitudes: Agility, Ballistic Skill,
launcher. Feel the weight.” Fellowship, Fieldcraft, Finesse, Weapon Skill.
Starting Skills: Athletics or Survival, Common
- Corporal Dwayne Hicks Lore (USCMC, War), Navigate (Surface).
Starting Talents: Rapid Reload, Weapon Training
(Flame, Low-Tech, Solid Projectile).
The Infantryman is a soldier that fights on foot,
Specialist Equipment: M41A Pulse Rifle with 4
specifically trained to engage, fight, and defeat the Pulse Rifle clips (with U1 Grenade Launcher or
enemy in face-to-face combat. The infantry are the tip U7 Tac-Shotgun) or M240 Incinerator with 4 fuel
of the spear of a modern army, and continually tanks; M3 Pattern Personal Armor; M10 Pattern
undergo training that is more physically stressful and Ballistic Helmet.
psychologically demanding than that of any other Wounds: 8+1d5
branch, emphasizing teamwork in the deployment of
spontaneous, sustained aggression.
Often thought of as just ‘grunts’ by
outsiders, the average Marine is actually one of the
most tech-savvy soldiers in human history. Even
given the presence of auxiliaries and other support
specialists, regular infantry still make use of motion
trackers, remote robot sentries and electronic hacking
tools. All Marines carry a basic toolkit for a very good
reason.
In Aliens: Only War, those Marines who
focus on perfecting a broad range of combat abilities
fall under the Infantryman specialty. Not simply
limited to the ubiquitous pulse rifle, an Infantryman
could be a master of CQB, a highly trained EOD
expert or a specialist in the use of deadly
flamethrowers. Whatever their weapon of choice,
these Marines make up the backbone of the USCMC,
and are a force to be reckoned with.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Infantryman Recommended Advances
offers some suggestions on which Advances to
initially work towards as you begin your career in the
Aliens setting.

17
COMRADE ADVANCES

These are Advances that may be purchased by the Infantryman to enhance the abilities of his Comrade.

COVERING FIRE

Type: Order (Free Action)


Cost: 200 xp
Effect: Infantry are by their nature team players, covering each other’s backs. For the next Round, as long as his
Comrade is in Cohesion the Infantryman gains a +10 to all Dodge Tests.

SUPRESSING FIRE

Type: Order (Half Action)


Cost: 300 xp
Effect: An experienced soldiers understands that volume of fire is often more important than accuracy. If his
Comrade is in Cohesion, all of the Infantryman’s attacks this Turn gain the Pinning Quality.

INFANTRYMAN RECOMMENDED ADVANCES


Advance Type Page Prerequisites
Agility - Simple Characteristic 65
Agility - Intermediate Characteristic 65 Agility - Simple
Ballistic Skill - Simple Characteristic 65
Ballistic Skill - Intermediate Characteristic 65 Ballistic Skill - Simple
Weapon Skill - Simple Characteristic 65
Weapon Skill - Intermediate Characteristic 65 Weapon Skill - Simple
Athletics† Skill 75
Athletics +10 Skill 75 Athletics
Common Lore (USCMC) +10 Skill 78 Common Lore (USCMC)
Common Lore (War) +10 Skill 78 Common Lore (War)
Dodge Skill 79
Dodge +10 Skill 79 Dodge
Navigate (Surface) +10 Skill 85 Navigate (Surface)
Operate (Surface) Skill 85
Operate (Surface) +10 Skill 85 Operate (Surface)
Survival† Skill 90
Survival +10 Skill 90 Survival
Arms Master Talent 95 WS 40, BS 40, Weapon Training (any two)
Crack Shot Talent 97 BS 50
Deadeye Shot Talent 97 BS 30
Hip Shooting Talent 100 BS 40, Ag 40
Quick Draw Talent 104
Sure Strike Talent 106 WS 30
Target Selection Talent 106 BS 50
Technical Knock Talent 106 Int 30
Weapon Training (Heavy) Talent 108
Weapon Training (Launcher) Talent 108
†These Advances may have already been granted by this Speciality during character creation.

18
LINE OFFICER STARTING APTITUDES, TALENTS
AND MODIFIERS
“Rise and shine, Marines. This isn't a drill and you
Characteristic Bonus: +5 Fellowship.
aren't in Kansas anymore. You are the last battalion Starting Aptitudes: Agility, Ballistic Skill,
to be popped out of the vials. So I don't want to hear Finesse, Leadership, Perception, Strength,
any bitching, since we let you blockheads sleep in Willpower.
late!” Starting Skills: Command or Intimidate, Common
Lore (USCMC), Scholastic Lore (Tactics).
- Captain Jeremy Cruz Starting Talents: Air of Authority, Jaded,
Weapon Training (Flame, Low-Tech, Solid
Projectile).
In the USCMC, Line Officers exercise command Specialist Equipment: M41A Pulse Rifle with 4
authority in the field. Many Line Officers lead from Pulse Rifle clips (with U1 Grenade Launcher or
the front, demonstrating to their troops by example U7 Tac-Shotgun), M3 Pattern Personal Armor,
how they expect them to behave. They range all the M10 Pattern Ballistic Helmet.
way from rigidly formal to rough-and-ready brawlers, Wounds: 10+1d5
but whatever their leadership style they are almost
universally respected by their troops.
In Aliens: Only War, those Marines who
focus on combat leadership fall under the Line Officer
specialty. No military force can function adequately
without coherent leadership, and the Line Officer is
the chain-of-command’s point of contact in the field.
Since Marines re often expected to engage
the enemy in highly fluid combat situations, the
USCMC doesn’t want officers that rigidly follow
orders no matter what. If the situation changes, then
an officer is expected to evaluate the situation and
then take the course of action that most appropriately
facilitates the success of the mission. As a result, most
Line Officers have a keen intellect and an excellent
sense of small unit tactics.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Line Officer Recommended Advances
offers some suggestions on which Advances to
initially work towards as you begin your career in the
Aliens setting.

19
LINE OFFICER ADVANCES

The Line Officer does not work alongside a Comrade like other Player Characters. These Advances are gained by the
Line Officer and improve his ability to lead his men.

LEAD BY EXAMPLE

Type: Sweeping Order (Free Action)


Cost: 300 xp
Effect: It is said that a good officer leads from the front. Once per encounter, the Line Officer may lead by example.
All members of the Squad in communications range that have not yet taken their Action this turn may choose to take
the same Actions as the Line Officer with a +20 bonus.

LOOK OUT SIR!

Type: Passive
Cost: 300 xp
Effect: A good officer is loved by his troops. Whenever the Line Officer takes a hit that would kill him, any Comrade
in Cohesion may take the hit instead, being killed in his place.

LINE OFFICER RECOMMENDED ADVANCES


Advance Type Page Prerequisites
Fellowship - Simple Characteristic 65
Fellowship - Intermediate Characteristic 65 Fellowship - Simple
Intelligence - Simple Characteristic 65
Intelligence - Intermediate Characteristic 65 Intelligence - Simple
Willpower - Simple Characteristic 65
Willpower - Intermediate Characteristic 65 Willpower - Simple
Awareness Skill 76
Awareness +10 Skill 76 Awareness
Command† Skill 77
Command +10 Skill 77 Command
Common Lore (USCMC) +10 Skill 78 Common Lore (USCMC)
Common Lore (War) Skill 78
Common Lore (War) +10 Skill 78 Common Lore (War)
Intimidate† Skill 81
Intimidate +10 Skill 81 Intimidate
Scholastic Lore (Tactics) +10 Skill 87 Scholastic Lore (Tactics)
Combat Formation Talent 97 Int 40
Deadeye Shot Talent 97 BS 30
Exotic Weapon Training Talent 98
Inspire Wrath Talent 101 Air of Authority
Into the Jaws of Hell Talent 101 Iron Discipline, Fel 50
Iron Discipline Talent 101 Fel 30
Nerves of Steel Talent 103
Quick Draw Talent 104
Radiant Presence Talent 105 Fel 40
Rapid Reload Talent 105
Sure Strike Talent 106 WS 30
†These Advances may have already been granted by this Speciality during character creation.

20
SERGEANT STARTING APTITUDES, TALENTS
AND MODIFIERS
“All right, sweethearts, what are you waiting for?
Characteristic Bonus: +5 Fellowship.
Breakfast in bed? Another glorious day in the Corps. Starting Aptitudes: Defence, Fellowship,
A day in the Marine Corps is like a day on the farm. Leadership, Perception, Strength, Toughness,
Every meal's a banquet. Every paycheck a fortune. Weapon Skill.
Every formation a parade. I LOVE the Corps!” Starting Skills: Command, Navigate (Surface) or
Scholastic Lore (Tactics).
- Sergeant Al Apone Starting Talents: Iron Discipline, Weapon
Training (Flame, Low-Tech, Solid Projectile).
Specialist Equipment: M41A Pulse Rifle with 4
Sergeants serve as squad leaders, motivating their Pulse Rifle clips (with U1 Grenade Launcher or
troops and keeping them on task and in the fight. U7 Tac-Shotgun) or M240 Incinerator with 4 fuel
Because of their extensive combat experience, many tanks; M3 Pattern Personal Armor; M10 Pattern
Sergeants also act as advisors for the officer in charge Ballistic Helmet.
of their platoon. Indeed, such is the value of their Wounds: 10+1d5
advice that even experienced officers such as
company Captains typically have at least one or two
Sergeants in their HQ team.
Sergeants are also the NCOs who take direct
responsibility for training new recruits; the concept of
the Sergeant as an authority figure is drilled into
USCMC recruits from the moment of their arrival at
basic training.
The USCMC employs a variety of different
types of Sergeant in roles beyond that of squad leader.
In order of seniority, they are as follows: Staff
Sergeants are typically found in platoon HQ squads,
or leading a section in a weapons platoon. Gunnery
Sergeants work at the Company level, and are
informally referred to as ‘Gunny’, and Master
Sergeants work at the Brigade level; they are often
referred to as ‘Top’. Next are First Sergeants, who
serve as the senior listed advisor to a Company
commander, and then Master Gunnery Sergeants,
who do the same job but at the Battalion level.
Finally, at the top are Sergeant Majors, who act as
senior NCOs at the Battalion level and above.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Sergeant Recommended Advances offers
some suggestions on which Advances to initially work
towards as you begin your career in the Aliens setting.

21
SERGEANT ADVANCES

The Sergeant does not work alongside a Comrade like other Player Characters. These Advances are gained by the
Sergeant and improve his ability to lead his men.

INSPIRING PRESENCE

Type: Sweeping Order (Free Action)


Cost: 200 xp
Effect: Sergeants are veteran warriors, and their mere presence can hold a crumbling squad together. As part of this
order, the Sergeant must make a Challenging (+0) Intimidate or Command Test. If he succeeds, all Comrades in
communications range end any ongoing Fear or Pinning effects. They may act normally in subsequent Turns.

VETERAN

Type: Passive
Cost: 250 xp
Effect: A Sergeant’s job is to keep everyone else’s eye on the ball. Once per game session when a member of his
Squad fails a Skill Test, the Sergeant may spend a Fate Point to instead have the Skill Test succeed with 1 degree of
success.

SERGEANT RECOMMENDED ADVANCES


Advance Type Page Prerequisites
Ballistic Skill - Simple Characteristic 65
Ballistic Skill - Intermediate Characteristic 65 Ballistic Skill - Simple
Fellowship - Simple Characteristic 65
Fellowship - Intermediate Characteristic 65 Fellowship - Intermediate
Weapon Skill - Simple Characteristic 65
Weapon Skill - Intermediate Characteristic 65 Weapon Skill - Simple
Command +10 Skill 77 Command
Common Lore (USCMC) Skill 78
Common Lore (USCMC) +10 Skill 78 Common Lore (USCMC)
Common Lore (War) Skill 78
Common Lore (War) +10 Skill 78 Common Lore (War)
Intimidate Skill 81
Intimidate +10 Skill 81 Intimidate
Navigate (Surface) Skill 85
Navigate (Surface) +10 Skill 85 Navigate (Surface)
Scholastic Lore (Tactics) Skill 87
Scholastic Lore (Tactics) +10 Skill 87 Scholastic Lore (Tactics)
Air of Authority Talent 92
Arms Master Talent 95 WS 40, BS 40, Weapon Training (any two)
Combat Formation Talent 97 Int 40
Deadeye Shot Talent 97 BS 30
Fearless Talent 98 Nerves of Steel
Into the Jaws of Hell Talent 101 Iron Discipline, Fel 50
Nerves of Steel Talent 103
Quick Draw Talent 104
Rapid Reload Talent 105
Sure Strike Talent 106 WS 30
Technical Knock Talent 106 Int 30
†These Advances may have already been granted by this Speciality during character creation.

22
SMARTGUNNER
“I only need to know one thing - where they are.” STARTING APTITUDES, TALENTS
AND MODIFIERS
- Private Jeanette Vasquez
Characteristic Bonus: +5 Strength.
Starting Aptitudes: Ballistic Skill, Defence,
Despite its combat harness, the M56 Smart Gun is an Fellowship, Offence, Perception, Toughness.
incredibly heavy and unwieldy weapon. As a result it Starting Skills: Athletics or Survival, Common
requires specialist training to operate effectively, lest Lore (USCMC, War) Intimidate.
the operator be unable to guide the weapon properly Starting Talents: Exotic Weapon Training
or even pitch over, landing face-down on the floor. (Smartgun), Iron Jaw, Weapon Training (Flame,
Low-Tech, Solid Projectile).
Smartgunners are typically solidly built individuals;
Specialist Equipment: M56 Smartgun with
they are expected to always be where the fighting is harness and 4 ammo drums; M41A Pulse Rifle
thickest, and because of this they are often well- with 4 Pulse Rifle clips (with U1 Grenade
respected by their comrades. Launcher or U7 Tac-Shotgun) or M240 Incinerator
Smartgunners also tend to be somewhat with 4 fuel tanks; M3 Pattern Personal Armor.
fearless in the case of enemy fire. They’re not; they’re Wounds: 10+1d5
just more used to it than their comrades. Unlike other
Marines who may be expected to repeatedly
reposition during a firefight, a smart gun needs to be
in contact with the enemy, laying down sheets of
suppressing fire at all times.
In Aliens: Only War, those Marines who
focus on perfecting the use of the M56 smart gun fall
under the Smartgunner specialty. Smartgunners are
often boisterous, tough and reliable. When a person
talking about the USCMC uses the term ‘badass’,
they’re probably talking about these guys. The nature
of their primary weapon and the role it places them in
leads Smartgunners to be stronger than even most
other Marines. They have to be; the smart guidance
system on the M56 harness doesn’t always point
where you want it to, and it takes quite a bit of upper-
body strength to drag the barrel where you want it to
go.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Smartgunner Recommended Advances
offers some suggestions on which Advances to
initially work towards as you begin your career in the
Aliens setting.

23
COMRADE ADVANCES

These are Advances that may be purchased by the Smart Gunner to enhance the abilities of his Comrade.

LET’S ROCK!

Type: Order (Free Action)


Cost: 200 xp
Effect: Smart Gunners are master of fully-automatic fire. For the next Round, when performing the Full-Auto Burst
or Suppressing Fire Actions, the Smart Gunner causes an additional +4 damage with all hits caused as a result of
those Actions.

MOTION TRACKER

Type: Passive
Cost: 250 xp
Effect: Smartguns are most effective when closely escorted by an ally with a motion tracker. As long as his Comrade
is in Cohesion, the Smart Gunner may act normally during Surprise Rounds.

SMARTGUNNER RECOMMENDED ADVANCES


Advance Type Page Prerequisites
Ballistic Skill - Simple Characteristic 65
Ballistic Skill - Intermediate Characteristic 65 Ballistic Skill - Simple
Strength - Simple Characteristic 65
Strength - Intermediate Characteristic 65 Strength - Simple
Willpower - Simple Characteristic 65
Willpower - Intermediate Characteristic 65 Willpower - Simple
Athletics† Skill 73
Athletics +10 Skill 73 Athletics
Awareness† Skill 74
Awareness +10 Skill 74 Awareness
Common Lore (USCMC) +10 Skill 78 Common Lore (USCMC)
Common Lore (War) +10 Skill 78 Common Lore (War)
Intimidate +10 Skill 81 Intimidate
Survival Skill 90
Survival +10 Skill 90 Survival
Tech-Use Skill 90
Tech-Use +10 Skill 90 Tech-Use
Bulging Biceps Talent 96 S 45
Hardy Talent 100 T 40
Hip Shooting Talent 100 BS 40, Ag 40
Independent Targeting Talent 101 BS 40
Nerves of Steel Talent 103
Paranoia Talent 104
Rapid Reaction Talent 105 Ag 40
Rapid Reload Talent 105
Resistance (Fear) Talent 105
Storm of Iron Talent 106 BS 40, Weapon Training (any ranged)
Technical Knock Talent 106 Int 30
†These Advances may have already been granted by this Speciality during character creation.

24
AVIATOR STARTING APTITUDES, TALENTS
AND MODIFIERS
“Turning on final. Coming around to a seven-zero-
Characteristic Bonus: +5 Agility.
niner. Where's the damn beacon? Oh, I see it.”
Starting Aptitudes: Agility, Ballistic Skill,
Fellowship, Fieldcraft, Intelligence, Tech.
- Corporal Colette Ferro Starting Skills: Common Lore (Tech) or Navigate
(Surface), Operate (Aerospace), Tech-Use.
Aviators maintain and operate the extensive cache of Starting Talents: Hotshot Pilot, Weapon Training
combat vehicles that are vital to USCMC field (Launcher, Solid Projectile).
operations. Most often found aboard Conestoga-class Specialist Equipment: Aviator’s Sunglasses,
assault ships or in the cockpit of a UD-4L Cheyenne Flight Helmet, Flight Suit.
Wounds: 6+1d5
dropship, one must never forget that just like the
Marines sat in back, they are also trained killers. They
are invariably just as lethal outside the cockpit as they
within it.
In Aliens: Only War, those Marines who
train in the use of vehicles and heavy equipment fall
under the Aviator specialty. They are typically slightly
smaller than their comrades, but they make up for this
with a keen intellect and quick reflexes. Far more than
just glorified taxi drivers, the Aviator is often also a
skilled dogfighter, an expert in ground attack or a
lethally accurate bombardier.
Aviators are often well respected and even
liked by their comrades; many Marines have had their
proverbial fat pulled out of the fire by the timely
arrival of their dropship. Like Smartgunners, Aviators
are also used to taking a heavy weight of fire. They
typically find themselves sat in the pilot seat of the
biggest, most heavily armed thing on the battlefield;
having everything including the kitchen sink coming
at them is all in a day’s work. This can lead to an easy
camaraderie between the two, and it isn’t unusually to
see Smartgunners and Aviators chatting amiably in
their off time, laughing about the hairy odds they
faced in previous missions.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Aviator Recommended Advances offers
some suggestions on which Advances to initially work
towards as you begin your career in the Aliens setting.

25
COMRADE ADVANCES

These are Advances that may be purchased by the Aviator to enhance the abilities of his Comrade.

DAMAGE CONTROL

Type: Passive
Cost: 100 xp
Effect: USCMC aircraft are no strangers to taking fire. If the Aviator’s vehicle catches fire and his Comrade is inside
the affected vehicle, he spends a Full Action to end any fire currently affecting the vehicle.

WEAPONS OFFICER

Type: Passive
Cost: 250 xp
Effect: The presence of a weapons officer allows the pilot to concentrate on important things, like not being shot
down. If the Aviator spends his Turn operating a vehicle, he may also make a Ranged Attack Action using one of the
vehicle’s weapons. This uses the Comrade’s Full Action for the Turn.

AVIATOR RECOMMENDED ADVANCES


Advance Type Page Prerequisites
Agility - Simple Characteristic 65
Agility - Intermediate Characteristic 65 Agility - Simple
Intelligence - Simple Characteristic 65
Intelligence - Intermediate Characteristic 65 Intelligence - Simple
Perception - Simple Characteristic 65
Perception - Intermediate Characteristic 65 Perception - Simple
Awareness Skill 74
Awareness +10 Skill 74 Awareness
Common Lore (Tech)† Skill 78
Common Lore (Tech) +10 Skill 78 Common Lore (Tech)
Navigate (Stellar) Skill 85
Navigate (Stellar) +10 Skill 85 Navigate (Stellar)
Navigate (Surface)† Skill 85
Navigate (Surface) +10 Skill 85 Navigate (Surface)
Operate (Aerospace) +10 Skill 85 Operate (Aerospace)
Tech-Use +10 Skill 90 Tech-Use
Trade (Technomat) Skill 91
Combat Sense Talent 97 Per 40
Deadeye Shot Talent 97 BS 30
Foresight Talent 99 Int 30
Heightened Senses (Sight) Talent 100
Independent Targeting Talent 101 BS 40
Lightning Reflexes Talent 102
Paranoia Talent 104
Resistance (Cold) Talent 105
Weapon-Tech Talent 107 Tech-Use +10, Int 40
Weapon Training (Flame) Talent 108
Weapon Training (Low-Tech) Talent 108
†These Advances may have already been granted by this Speciality during character creation.

26
COMBAT STARTING APTITUDES, TALENTS
AND MODIFIERS
ENGINEER Characteristic Bonus: +5 Perception.
Starting Aptitudes: Agility, Ballistic Skill,
Fieldcraft, Intelligence, Perception, Strength, Tech.
“The ideal engineer is a composite. He is not a Starting Skills: Common Lore (Chemistry or
scientist, nor a mathematician, nor a sociologist, nor Tech), Operate (Ground), Scrutiny, Tech-Use.
Starting Talents: Armour-Monger or Weapon
a writer, but he may use the knowledge of any or all of Tech, Technical Knock, Weapon Training (Solid
these disciplines in solving engineering problems.” Projectile).
Specialist Equipment: M41A Pulse Rifle with 4
Pulse Rifle clips (with U1 Grenade Launcher or
- N.W. Dougherty, 1955 U7 Tac-Shotgun), M3 Pattern Personal Armor,
M10 Pattern Ballistic Helmet, Combi-tool,
A Combat Engineer is a soldier who performs a Comtech Hacking Tool, Data-slate, ME3 Hand
variety of military engineering duties such as bridge- Welder.
building, laying/clearing minefields, demolitions and Wounds: 6+1d5
construction, as well as road and airfield construction
and repair. A Combat Engineer’s duties are usually
devoted to tasks involving facilitating movement of
allied forces and impeding those of the enemy, but
they are also trained to serve as infantry personnel
alongside their comrades.
In Aliens: Only War, those Marines who
are trained to build, reinforce and demolish structures
fall under the Combat Engineer specialty. They are
masters of working under pressure, building
fortifications and bridges faster than most would
believe possible. They can also demolish enemy
structures, planting explosives on weak spots with
expert precision.
Combat Engineers are vital to any long-term
operation, as they are needed to provide a safe, secure
base of operations. However, they can also be useful
in lightning raids, accompanying squads of Marines as
they clear minefields and enemy fortifications for
their comrades.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Combat Engineer Recommended Advances
offers some suggestions on which Advances to
initially work towards as you begin your career in the
Aliens setting.

27
COMRADE ADVANCES

These are Advances that may be purchased by the Combat Engineer to enhance the abilities of his Comrade.

FIELD REPAIRS

Type: Order (Full Action)


Cost: 300 xp
Effect: If it’s broke, somebody has to fix it. As long as his Comrade is within range of communication, the Combat
Engineer may perform Tech-Use Tests on anything next to the Comrade at a -10 penalty.

SABOTAGE

Type: Full Action


Cost: 300 xp
Effect: Of course, sometimes things need blowing up, too… Once per game session, if his Comrade is in Cohesion the
Combat Engineer may plant a Demolition Charge. The Combat Engineer’s Comrade is considered to have been
carrying this item all along, even if it wasn’t explicitly stated by the Player.

COMBAT ENGINEER RECOMMENDED ADVANCES


Advance Type Page Prerequisites
Ballistic Skill - Simple Characteristic 65
Ballistic Skill - Intermediate Characteristic 65 Ballistic Skill - Simple
Intelligence - Simple Characteristic 65
Intelligence - Intermediate Characteristic 65 Intelligence - Simple
Strength - Simple Characteristic 65
Strength - Intermediate Characteristic 65 Strength - Simple
Common Lore (Chemistry) Skill 78
Common Lore (Chemistry) +10 Skill 78 Common Lore (Chemistry)
Common Lore (Tech) Skill 78
Common Lore (Tech) +10 Skill 78 Common Lore (Tech)
Logic Skill 83
Logic +10 Skill 83 Logic
Operate (Ground) +10 Skill 85 Operate (Ground)
Scrutiny +10 Skill 88 Scrutiny
Tech-Use +10 Skill 90 Tech-Use
Trade (Armourer) Skill 91
Trade (Armourer) +10 Skill 91 Trade (Armourer)
Armour-Monger† Talent 95 Int 35, Tech-Use, Trade (Armourer)
Combat Formation Talent 97 Int 40
Exotic Weapon Training (choose one) Talent 98
Foresight Talent 99 Int 30
Munitorum Influence Talent 103
Rapid Reload Talent 105
Resistance (Cold) Talent 105
Weapon-Tech† Talent 107 Tech-Use +10, Int 40
Weapon Training (Flame) Talent 108
Weapon Training (Launcher) Talent 108
Weapon Training (Low-Tech) Talent 108
†These Advances may have already been granted by this Speciality during character creation.

28
CORPORATE STARTING APTITUDES, TALENTS
AND MODIFIERS
STAFF OFFICER Characteristic Bonus: +5 Intelligence.
“I said I want you to lay down a suppressing fire with Starting Aptitudes: Agility, Ballistic Skill,
the incinerators and fall back by squads to the APC, Fellowship, Intelligence, Leadership, Social.
over.” Starting Skills: Command, Common Lore
(Corporations), Scholastic Lore (Tactics).
Starting Talents: Air of Authority, Weapon
- Lieutenant William Gorman Training (Flame, Solid Projectile).
Specialist Equipment: VP78 Pistol with 4 pistol
Staff Officers deal with the administrative, operational clips, Data-slate
and logistical needs of a unit. They ensure the flow of Wounds: 6+1d5
information between a commanding officer and
subordinate military units in the field, although they
typically rarely see combat themselves. Despite this,
they have still passed through officer training, and
they are often well-educated.
In Aliens: Only War, many marine units
operating away from frontline theatres are assigned a
Corporate Staff Officer. Most Staff Officers placed in
charge of a USCMC unit are trained to lead that unit
from the command post within an M577 APC,
overseeing command operations with the aid of
computers and cameras. They process staggering
amounts of information, applying textbook tactics to
walk their unit through combat without the distraction
of bullets whizzing past their head. Most Corporate
Staff Officers build a strong relationship with the
Sergeants that will be leading their troops into battle.
The Sergeant is the one who will have to relay and
interpret the officer’s orders, so it is vital that the two
have a good working relationship.
Many marines have a habit of writing off
Corporate Staff Officers as upper-class schoolboys
with no practical experience. While this may certainly
be the case with some officers, this simply isn’t true
for the vast majority.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Corporate Staff Officer Recommended
Advances offers some suggestions on which
Advances to initially work towards as you begin your
career in the Aliens setting.

29
CORPORATE STAFF OFFICER ADVANCES

The Corporate Staff Officer does not work alongside a Comrade like other Player Characters. These Advances are
gained by the Corporate Staff Officer and improve his ability to lead his men.

NETWORKED

Type: Passive
Cost: 250 xp
Effect: A modern officer must be a master of electronic warfare. As long as the Corporate Staff Officer is inside an
M577 APC, all of his orders affect all Comrades within range of communication.

TEXTBOOK TACTICS

Type: Sweeping Order (Full Action)


Cost: 300 xp
Effect: Rote learning of tactics is no substitute for experience, but it helps. As part of this order, the Corporate Staff
Officer must name a Half Action. Every Squad member within communication range (including Player Characters)
who takes this Action before the Corporate Staff Officer’s next Turn gains a +10 on any rolls made as part of that
Action.

CORPORATE STAFF OFFICER RECOMMENDED ADVANCES


Advance Type Page Prerequisites
Fellowship - Simple Characteristic 65
Fellowship - Intermediate Characteristic 65 Fellowship - Simple
Intelligence - Simple Characteristic 65
Intelligence - Intermediate Characteristic 65 Intelligence - Simple
Perception - Simple Characteristic 65
Perception - Intermediate Characteristic 65 Perception - Simple
Charm Skill 77
Charm +10 Skill 77 Charm
Command +10 Skill 77 Command
Common Lore (Corporations) +10 Skill 78 Common Lore (Corporations)
Common Lore (USCMC) Skill 78
Common Lore (USCMC) +10 Skill 78 Common Lore (USCMC)
Linguistics (choose one) Skill 82
Logic Skill 83
Logic +10 Skill 83 Logic
Scholastic Lore (Tactics) +10 Skill 87 Scholastic Lore (Tactics)
Tech-Use Skill 90
Combat Formation Talent 97 Int 40
Enemy Talent 98
Foresight Talent 99 Int 30
Iron Discipline Talent 101 Fel 30
Munitorum Influence Talent 103
Paranoia Talent 104
Peer (Corporations) Talent 104 Fel 30
Quick Draw Talent 104
Rapid Reload Talent 105
Total Recall Talent 106 Int 30
Weapon Training (Low-Tech) Talent 108
†These Advances may have already been granted by this Speciality during character creation.

30
FORCE RECON STARTING APTITUDES, TALENTS
AND MODIFIERS
“Swift, silent and deadly.”
Characteristic Bonus: +5 Toughness.
Starting Aptitudes: Agility, Ballistic Skill,
- USCMC Force Recon motto Fieldcraft, Offence, Toughness, Weapon Skill.
Starting Skills: Awareness, Common Lore (War),
Force Recon is one of the USCMC’s special Scholastic Lore (Tactics), Scrutiny, Stealth.
operations groups. They are responsible for operating Starting Talents: Quick Draw or Rapid Reload,
independently behind enemy lines performing Takedown, Weapon Training (Low-Tech, Solid
Projectile).
unconventional special operations, in support of
Specialist Equipment: 1 Good Quality Basic
conventional warfare. The unit's various methods of Weapon with 4 reloads, M3 Pattern Personal
insertion and extraction are similar to those of other Armor, M10 Pattern Ballistic Helmet.
special forces, although Force Recon's missions focus Wounds: 12+1d5
primarily on supporting Colonial Marine
expeditionary operations.
In Aliens: Only War, those Marines who
focus on close quarter battle, observation skills and
stealth are most suited to the Force Recon specialty.
They are expected to operate in small groups, far
ahead of their assigned combat formation and often
for extended periods. They must be tough, mentally as
well as physically, and willing to endure all manner of
rough terrain and inclement weather. To add insult to
injury, in the middle of all this they are also tasked
with a vital job; they must track down enemy forces
and monitor their actions and movements as the main
marine force moves into position to launch an assault
(or repel one).
Force Recon is also often the point of first
contact with enemy forces. When not performing
reconnaissance, they are the tip of the spear, thrust
directly at the enemy’s throat. Their stealth training
makes them vicious close quarter combatants, often
able to dispatch the enemy before they even know that
they have been engaged.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Force Recon Recommended Advances
offers some suggestions on which Advances to
initially work towards as you begin your career in the
Aliens setting.

31
COMRADE ADVANCES

These are Advances that may be purchased by the Force Recon to enhance the abilities of his Comrade.

POINTMAN

Type: Full Action


Cost: 300 xp
Effect: Force Recon is used to being the spearhead in an assault. Once per game session, the Force Recon may take
the lead; all Squad members in communications range (including Player Characters) may take all Skill Tests, in a
single skill of the Force Recon’s choosing, as if they had the Force Recon’s Skill Training. Once activated, this effect
lasts until the end of the encounter, or ten minutes in narrative time.

SILENT KILL

Type: Passive
Cost: 300 xp
Effect: Force Recon marines are masters of the silent kill. When the Force Recon makes a Melee Attack during a
Surprise Round and his Comrade is in Cohesion, his target suffers the effects of Righteous Fury and they cannot raise
the alarm in any way. This uses the Comrade’s Full Action for the Turn.

FORCE RECON RECOMMENDED ADVANCES


Advance Type Page Prerequisites
Agility - Simple Characteristic 65
Agility - Intermediate Characteristic 65 Agility - Simple
Ballistic Skill – Simple Characteristic 65
Ballistic Skill – Intermediate Characteristic 65 Ballistic Skill – Simple
Weapon Skill - Simple Characteristic 65
Weapon Skill - Intermediate Characteristic 65 Weapon Skill - Simple
Athletics Skill 73
Athletics +10 Skill 74 Athletics
Awareness +10 Skill 74 Awareness
Common Lore (Tactics) Skill 78
Common Lore (Tactics) +10 Skill 78 Common Lore (Tactics)
Common Lore (War) +10 Skill 78 Common Lore (War)
Operate (Surface) Skill 85
Scholastic Lore (Tactics) +10 Skill 87 Scholastic Lore (Tactics)
Scrutiny +10 Skill 88 Scrutiny
Security Skill 88
Stealth +10 Skill 89 Stealth
Crippling Strike Talent 97 WS 50
Double Team Talent 98
Killing Strike Talent 101 WS 50
Light Sleeper Talent 101 Per 30
Paranoia Talent 104
Quick Draw† Talent 104
Rapid Reload† Talent 105
Street Fighting Talent 106 WS 30
Sure Strike Talent 106 WS 30
Unarmed Warrior Talent 107 WS 35, Ag 35
Weapon Training (Flame) Talent 108
†These Advances may have already been granted by this Speciality during character creation.

32
SCOUT SNIPER STARTING APTITUDES, TALENTS
AND MODIFIERS
“Reach out and touch someone.”
Characteristic Bonus: +5 Agility, +5 Perception.
Starting Aptitudes: Agility, Ballistic Skill,
- Murphy’s Laws of Combat #53; the Sniper’s motto Fieldcraft, Finesse, Perception, Offence.
Starting Skills: Awareness, Scrutiny, Stealth.
A Scout Sniper is a Colonial Marine highly skilled in Starting Talents: Deadeye Shot, Heightened
field craft and marksmanship. He delivers long range Senses (Sight) or Light Sleeper, Weapon Training
precision fire on selected targets from concealed (Low-Tech, Solid Projectile).
positions, in support of combat operations. Scout Specialist Equipment: Good Quality M42A or
Snipers also provide close reconnaissance and M42C Scope Rifle with 4 clips, M3 Pattern
surveillance to their assigned infantry unit. The motto Personal Armor, M10 Pattern Ballistic Helmet,
of the Colonial Marine Scout Sniper is ‘one shot, one Camo Face Paint, Ghillie Suit.
kill’. Wounds: 8+1d5
In Aliens: Only War, those Marines who
train extensively in the use of long range weaponry
fall under the Scout Sniper specialty. They are masters
of single-shot ranged weapons, and are absolutely
lethal at long range. Many is the Marine whose life
has been saved by the Scout Sniper’s deadly talents.
Most Scout Snipers operate in pairs (or,
more rarely, alone), with one shooter and one spotter.
However, it isn’t unusual for Scout Snipers to be
assigned to specific platoons, placed under the
command of a Line Officer to act as their designated
marksman. These Marines may accompany the
officer’s command squad with the officer
micromanaging their fire support or they may be sent
off ahead in support of the main body of the platoon.
Whatever their role, the Scout Sniper is a
precision weapon. They are not suited to protected
engagements with large numbers of enemies; they are
far more suited to cutting off the head of the snake,
with a single well-placed kill shot.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Scout Sniper Recommended Advances
offers some suggestions on which Advances to
initially work towards as you begin your career in the
Aliens setting.

33
COMRADE ADVANCES

These are Advances that may be purchased by the Scout Sniper to enhance the abilities of his Comrade.

DISPLACE

Type: Passive
Cost: 250 xp
Effect: After taking a shot, it’s vital to reposition quickly to avoid a possible counterattack. If the Scout Sniper makes
a Ranged Attack benefiting from an Aim action and his Comrade is in Cohesion, the Scout Sniper may use his
Comrade to make a Tactical Advance Action. This uses the Comrade’s Full Action for the Turn.

SPOTTER

Type: Passive
Cost: 250 xp
Effect: Often a sniper is escorted by a spotter who can pick out targets for him. If the Scout Sniper is using an
Accurate weapon and his Comrade is in Cohesion, the Scout Sniper may use his Comrade to make an Aim Action,
and gain the benefits himself.

SCOUT SNIPER RECOMMENDED ADVANCES


Advance Type Page Prerequisites
Agility - Simple Characteristic 65
Agility - Intermediate Characteristic 65 Agility - Simple
Ballistic Skill - Simple Characteristic 65
Ballistic Skill - Intermediate Characteristic 65 Ballistic Skill - Simple
Perception - Simple Characteristic 65
Perception - Intermediate Characteristic 65 Perception - Simple
Athletics Skill 73
Athletics +10 Skill 73 Athletics
Awareness +10 Skill 74 Awareness
Navigate (Surface) Skill 85
Navigate (Surface) +10 Skill 85 Navigate (Surface)
Scholastic Lore (Tactics) Skill 87
Scholastic Lore (Tactics) +10 Skill 87 Scholastic Lore (Tactics)
Scrutiny +10 Skill 88 Scrutiny
Stealth +10 Skill 89 Stealth
Survival Skill 90
Survival +10 Skill 90 Survival
Combat Sense Talent 97 Per 40
Crack Shot Talent 97 BS 50
Heightened Senses (Sight)† Talent 100
Light Sleeper† Talent 101 Per 30
Lightning Reflexes Talent 102
Marksman Talent 102 BS 35
Meditation Talent 103
Rapid Reload Talent 105
Sharpshooter Talent 105 BS 40, Deadeye Shot
Technical Knock Talent 106 Int 30
Weapon Training (Launcher) Talent 108
†These Advances may have already been granted by this Speciality during character creation.

34
COLONIST STARTING APTITUDES, TALENTS
AND MODIFIERS
“Folks, we have scored big this time!”
Characteristic Bonus: +5 Willpower.
Starting Aptitudes: Fellowship, Fieldcraft,
- Russ Jorden, Hadley’s Hope Colonist, LV-426 Perception, Strength, Toughness, Willpower.
Starting Skills: Athletics, Awareness, Navigate
Colonists are private or public-sector employees who (Stellar or Surface), Operate (Aeronautica or
are sent to frontier worlds with eye to establishing a Surface), Survival.
permanent human presence there. They may be Starting Talents: Hardy or Light Sleeper,
Heightened Sense (choose one) or Resistance
expected to carry out exploration, building work or
(choose one), Weapon Training (Low-Tech or
maintenance of incredibly expensive assets such as Solid Projectile).
atmosphere processors. As a result, typical colonists Specialist Equipment: 1 Average-Quality Pistol,
are bright, hard-working and loyal. There is no room Flashlight, Personal Data Transmitter, Poor
for dullards, slackers and lone wolves out on the Weather Clothing, Respirator, 2 Weeks Rations.
frontier. Wounds: 8+1d5
In Aliens: Only War, Colonists will nearly
always act as local guides for the USCMC. Regardless
of skill in fieldcraft, even the greatest scout is
worthless if they don’t know the lay of the land. This
makes locals are an invaluable resource, with intimate
knowledge of landmarks, hideaways and concealed
tracks that even an orbital survey would miss.
Most Colonists seconded to assist a Marine
unit will be assigned either singly or in small groups.
As a result, unless they have completed some military
service themselves, they will more than likely feel like
an outsider. Marines are, after all, specialised, highly
trained killers, whereas the majority of Colonists are
explorers and scientists.
Unfortunately, many Marines think of
‘dumbass colonists’ as being, at best, lazy civilians
and, at worst, the cause of all of their woes. This
means that friction between Marines and Colonists is
not uncommon, but woe betide the Marine unit that
underestimates or mistreats their local guide.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Colonist Recommended Advances offers
some suggestions on which Advances to initially work
towards as you begin your career in the Aliens setting.

35
COLONIST ADVANCES

The Colonist does not work alongside a Comrade like military Player Characters. These Advances are gained by the
Colonist and improve his ability to survive in harsh environments.

JACK-OF-ALL-TRADES

Type: Passive
Cost: 500 xp
Effect: The Colonist has been around the block a few times. They’ve done dozens of different jobs, and have been
trained in a variety of different disciplines. The character counts as having all non-Specialist Skills at Rank l
(Known). If they wish to later improve their non-Specialist Skills, these advances must be bought using Experience
Points (from Rank l) as normal.

WILDCATTER

Type: Passive
Cost: 350 xp
Effect: The Colonist is an ambitious, driven individual who is used to physical hardships. The Colonist does not
suffer Insanity Points as a result of exposure to strange or alien environments, and when they fail a Navigate
(Surface), Operate (Surface) or Survival Test with a difficulty of Easy (+10) or better, they are considered to have
succeeded with 1 degree of success.

COLONIST RECOMMENDED ADVANCES


Advance Type Page Prerequisites
Toughness - Simple Characteristic 65
Toughness - Intermediate Characteristic 65 Toughness - Simple
Perception - Simple Characteristic 65
Perception - Intermediate Characteristic 65 Perception - Simple
Willpower - Simple Characteristic 65
Willpower - Intermediate Characteristic 65 Willpower - Simple
Athletics +10 Skill 73 Athletics
Awareness +10 Skill 74 Awareness
Navigate (Stellar)† Skill 85
Navigate (Stellar) +10 Skill 85 Navigate (Stellar)
Navigate (Surface)† Skill 85
Navigate (Surface) +10 Skill 85 Navigate (Surface)
Operate (Aeronautica)† Skill 85
Operate (Aeronautica) +10 Skill 85 Operate (Aeronautica)
Operate (Surface)† Skill 85
Operate (Surface) +10 Skill 85 Operate (Surface)
Survival +10 Skill 90 Survival
Foresight Talent 99 Int 30
Hardy† Talent 100 T 40
Heightened Sense (choose one) Talent 100
Hotshot Pilot Talent 100 Ag 40, Operate (any one)
Light Sleeper† Talent 101 Per 30
Polyglot Talent 104 Int 40, Fel 30
Resistance (Cold) Talent 105
Resistance (Heat) Talent 105
Unremarkable Talent 107
Weapon Training (Low-Tech) Talent 108
Weapon Training (Solid Projectile) Talent 108
†These Advances may have already been granted by this Speciality during character creation.

36
ENGINEER STARTING APTITUDES, TALENTS
AND MODIFIERS
“We couldn't fix it out here anyway. We've gotta
Characteristic Bonus: +5 Intelligence.
reroute all these ducts and uh, in order to do that, Starting Aptitudes: Knowledge, Intelligence,
we've got to dry-dock.” Perception, Strength, Tech, Willpower.
Starting Skills: Common Lore (Tech), Operate
- Dennis Parker, Chief Engineer, USCSS Nostromo (choose one), Scrutiny, Tech-Use, Trade
(Technomat).
When you’re off-world, maintenance of equipment Starting Talents: Armour-Monger or Weapon-
Tech, Weapon Training (choose one).
can be a life-or-death situation so a good Engineer is
Specialist Equipment: Combitool, Coveralls,
worth their proverbial weight in gold. An Engineer ME3 Hand Welder
could be a starship’s technical specialist, a colonial Wounds: 8 +1d5
construction expert or even simply a mechanic who
happens to work in a far-flung or exotic location.
Wherever you find them, the Engineer is a valuable
team member who can often fix things that would
otherwise be consigned to the junk heap.
A good engineer may be a specialist in a
specific type of technology, but generalists are equally
common. Both are very useful out on the frontier.
Even in the USCMC, civilian engineers are absolutely
vital to the construction, maintenance and repair of
military assets. Remember that every major
manufacturing facility in existence is staffed and run
by civilians.
Engineers also tend to be physically fit. The
job is by its nature very physical, so most are
muscular or at the very least lean. This physicality
combined with their specialist knowledge is a strange
dichotomy, and it means that they always stand
slightly apart from the rest of a starship’s crew.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Engineer Recommended Advances offers
some suggestions on which Advances to initially work
towards as you begin your career in the Aliens setting.

37
ENGINEER ADVANCES

The Engineer does not work alongside a Comrade like military Player Characters. These Advances are gained by the
Engineer and improve his ability to work with technology.

JURY-RIG

Type: Passive
Cost: 350 xp
Effect: The Engineer may construct an improvised weapon cobbled together in an emergency from available parts; it
isn’t something that a person would want to purchase. To build a Jury-Rigged weapon, chose a pre-existing weapon
from the Flame, Low-Tech or Solid Projectile categories, The chosen weapon is constructed with a Challenging (+0)
Tech-Use Test, taking a number of hours equal to its weight in kilograms. This weapon is always of Poor Quality,
and ceases functioning once its Clip is empty. Jury-Rigged Low-Tech weapons are good for a number of combat
encounters equal to the degrees of success rolled on the initial Tech-Use Test, after which they simply fall apart.

MIRACLE WORKER

Type: Passive
Cost: 250 xp
Effect: The Engineer always counts as having the Skills necessary to attempt a Repair Test. Additionally, when the
Engineer succeeds at a Repair Test, they gain a number of extra degrees of success equal to their Intelligence Bonus.

ENGINEER RECOMMENDED ADVANCES


Advance Type Page Prerequisites
Intelligence - Simple Characteristic 65
Intelligence - Intermediate Characteristic 65 Intelligence - Simple
Perception - Simple Characteristic 65
Perception - Intermediate Characteristic 65 Perception - Simple
Strength - Simple Characteristic 65
Strength - Intermediate Characteristic 65 Strength - Simple
Common Lore (Tech) +10 Skill 78 Common Lore (Tech)
Logic Skill 83
Logic +10 Skill 83 Logic
Operate (choose one) +10 Skill 85 Operate (choose one)
Scrutiny +10 Skill 88 Scrutiny
Tech-Use +10 Skill 90 Tech-Use
Trade (Armourer) Skill 91
Trade (Armourer) +10 Skill 91 Trade (Armourer)
Trade (Technomat) +10 Skill 91 Trade (Technomat)
Trade (Shipwright) Skill 91
Trade (Shipwright) +10 Skill 91 Trade (Shipwright)
Armour-Monger† Talent 95 Int 35, Tech-Use, Trade (Armourer)
Bulging Biceps Talent 96 S 45
Exotic Weapon Training (choose one) Talent 98
Foresight Talent 99 Int 30
Hardy Talent 100 T 40
Iron Jaw Talent 101 T 40
Resistance (Heat) Talent 105
Technical Knock Talent 106 Int 30
Total Recall Talent 106 Int 30
Weapon-Tech† Talent 107 Tech-Use +10, Int 40
Weapon Training (choose one) Talent 108
†These Advances may have already been granted by this Speciality during character creation.

38
EXECUTIVE STARTING APTITUDES, TALENTS
AND MODIFIERS
“It is the finding of this board of inquiry that Warrant
Characteristic Bonus: +5 Fellowship.
Officer Ellen Ripley, NOC-14672 has acted with
Starting Aptitudes: Fellowship, Finesse,
questionable judgment and is unfit to hold an ICC
Leadership, Perception, Social, Willpower.
license as a commercial flight officer.”
Starting Skills: Charm or Command, Commerce,
Common Lore (Corporations), Deceit or Inquiry,
- Van Leuwen, Weyland-Yutani Chairman Scholastic Lore (Bureaucracy).
Starting Talents: Air of Authority or Cold
Corporate Executives are a common sight on many Hearted, Enemy.
combat missions, often accompanying USCMC troops Special Projects Funding: A squad accompanied
to ensure the protection of privately-owned assets. In by at least one Executive starts with 10 extra
the case of PMC troops, the Executive may even have Logistics rating.
Specialist Equipment: 1 set of Good-quality
command authority over any officers present.
Clothes, Cell phone, Data-slate.
Whatever reason they have for being present, the Wounds: 6 +1d5
Executive is, first and foremost, a company man.
Always remember that.
In Aliens: Only War, Executives might not
seem like an optimal choice to bring along with a
group of grizzled colonists or battle-hardened
marines. They aren’t fighters, and they aren’t the
outdoorsy type. However, they can do two things that
other specialties can’t; first, they know how to talk to
people. Some can lie like a pro, and some can charm
the birds out of the trees. However they roll, they are
experienced at dealing with human resources. Second,
they can often dip their hand into the corporate pot
without getting a slap on the wrist, especially if the
mission happens to involve corporate personnel or
territory.
These abilities make for a devastating
combination, and a good Executive can make sure that
their team misses all the nasty red tape, and gets their
hands on precisely the right toys for the situation.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Executive Recommended Advances offers
some suggestions on which Advances to initially work
towards as you begin your career in the Aliens setting.

39
EXECUTIVE ADVANCES

The Executive does not work alongside a Comrade like military Player Characters. These Advances are gained by the
Executive and improve his ability to deal with people.

BANKROLL

Type: Passive
Cost: 250 xp
Effect: Once per mission, when in a settlement of at least 1000 people that is controlled by their parent corporation,
the Executive may automatically succeed at a single Logistics test, with 1 degree of success.

EXECUTIVE DECISION

Type: Passive
Cost: 250 xp
Effect: Once per mission, the Executive may switch the current primary objective with one of the squad’s secondary
objectives.

EXECUTIVE RECOMMENDED ADVANCES


Advance Type Page Prerequisites
Fellowship - Simple Characteristic 65
Fellowship - Intermediate Characteristic 65 Fellowship - Simple
Intelligence - Simple Characteristic 65
Intelligence - Intermediate Characteristic 65 Intelligence - Simple
Perception - Simple Characteristic 65
Perception - Intermediate Characteristic 65 Perception - Simple
Charm† Skill 77
Charm +10 Skill 77 Charm
Command† Skill 77
Command +10 Skill 77 Command
Commerce +10 Skill 77 Commerce
Common Lore (Corporations) +10 Skill 78 Common Lore (Corporations)
Deceive† Skill 79
Deceive +10 Skill 79 Deceive
Inquiry† Skill 80
Inquiry +10 Skill 80 Inquiry
Scholastic Lore (Bureaucracy) +10 Skill 87 Scholastic Lore (Bureaucracy)
Air of Authority† Talent 92 Fel 30
Cold-Hearted† Talent 96
Enemy Talent 98
Inspire Wrath Talent 101 Air of Authority
Meditation Talent 103
Munitorum Influence Talent 103
Paranoia Talent 104
Peer (choose one) Talent 104 Fel 30
Polyglot Talent 104 Int 40, Fel 30
Radiant Presence Talent 105 Fel 40
Total Recall Talent 106 Int 30
†These Advances may have already been granted by this Speciality during character creation.

40
FLIGHT OFFICER STARTING APTITUDES, TALENTS
AND MODIFIERS
“This is commercial towing vehicle Nostromo out of
Characteristic Bonus: +5 Intelligence.
the Solomons, registration number 1-8-0-niner-2-4-6- Starting Aptitudes: Agility, Fellowship,
0-niner calling Antarctica traffic control, do you read Intelligence, Leadership, Perception, Tech.
me? Over.” Starting Skills: Navigate (Stellar), Operate
(Aeronautica or Voidship), Scholastic Lore
- Ellen Ripley, Warrant Officer, USCSS Nostromo (Astromancy), Tech-Use, Trade (Voidfarer).
Starting Talents: Air of Authority or Fearless or
Hardy, Weapon Training (choose one).
The operation of an FTL starship is a demanding job,
Specialist Equipment: Jumpsuit, Data-slate.
requiring many years of training and the ability to Wounds: 8+1d5
endure an exceptionally lonely lifestyle. It’s also
absolutely vital to the maintenance of the often very
fragile human presence on other worlds. Flight
Officers get people and things where they need to go
and interplanetary civilisation would rapidly collapse
without their constant hard work.
In Aliens: Only War, Flight Officers are
vital to any mission that requires space travel. Even
the USCMC, with their mostly automated warships,
still regularly require the use of civilian shuttles,
unarmed transports and cargo vessels.
Since Flight Officers clock up more time in
space than anyone else, they are often the first to
discover strange new phenomena or encounter
unknown alien lifeforms. This means that when the
Marines are called, Flight Officers are often the
witnesses and survivors that must advise the strike
force regarding the unfolding situation.
It is unfortunate that many military
personnel tend to disregard flight officers as simple,
blue-collar civvies who work as little more than
glorified truck drivers. In reality, each one is
intelligent, motivated, highly educated and well
trained in their area of expertise. If they weren’t then
they’d probably be dead. Hard vacuum is notoriously
unforgiving of mistakes.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Flight Officer Recommended Advances
offers some suggestions on which Advances to
initially work towards as you begin your career in the
Aliens setting.

41
FLIGHT OFFICER ADVANCES

The Flight Officer does not work alongside a Comrade like military Player Characters. These Advances are gained by
the Flight Officer and improve his ability to crew a starship.

PRACTICED SKILL

Type: Passive
Cost: 350 xp
Effect: Most starship crews are made up of highly trained professionals. When the Flight Officer fails a Navigate
(Stellar), Operate (Voidship) or Tech-Use Test with a difficulty of Easy (+10) or better, they are considered to have
succeeded with 1 degree of success.

VACUUM TRAINING

Type: Passive
Cost: 200 xp
Effect: Operating in the vacuum of space is a hazardous occupation that requires specialist training. The Flight
Officer is considered to be familiar with the operation of all types of emergency escape vehicles, environmental
controls, self-destruct systems and space suits, and they do not require a Tech-Use Test to operate them. Additionally,
with basic tools the Flight Officer can seal a minor hull breach with a Full Action.

FLIGHT OFFICER RECOMMENDED ADVANCES


Advance Type Page Prerequisites
Fellowship - Simple Characteristic 65
Fellowship - Intermediate Characteristic 65 Fellowship - Simple
Intelligence - Simple Characteristic 65
Intelligence - Intermediate Characteristic 65 Intelligence - Simple
Perception - Simple Characteristic 65
Perception - Intermediate Characteristic 65 Perception - Simple
Command Skill 77
Navigate (Stellar) +10 Skill 85 Navigate (Stellar)
Navigate (Surface) Skill 85
Navigate (Surface) +10 Skill 85 Navigate (Surface)
Operate (Aeronautica)† Skill 85
Operate (Aeronautica) +10 Skill 85 Operate (Aeronautica)
Operate (Voidship)† Skill 85
Operate (Voidship) +10 Skill 85 Operate (Voidship)
Scholastic Lore (Astromancy) +10 Skill 87 Scholastic Lore (Astromancy)
Tech-Use +10 Skill 90 Tech-Use
Trade (Voidfarer) +10 Skill 91 Trade (Voidfarer)
Air of Authority† Talent 92 Fel 30
Exotic Weapon Training (choose one) Talent 98
Fearless† Talent 98 Nerves of Steel
Foresight Talent 99 Int 30
Hardy† Talent 100 T 40
Hotshot Pilot Talent 100 Ag 40, Operate (any one)
Light Sleeper Talent 101 Per 30
Nerves of Steel Talent 103
Resistance (Cold) Talent 105
Total Recall Talent 106 Int 30
Weapon Training (choose one) Talent 108
†These Advances may have already been granted by this Speciality during character creation.

42
MEDIC STARTING APTITUDES, TALENTS
AND MODIFIERS
“The area you’re in was for our more unstable
Characteristic Bonus: +5 Intelligence.
patients, those who had trouble adapting to deep Starting Aptitudes: Fellowship, Fieldcraft,
space. Tragic cases. Don’t worry, they’re all long Intelligence, Knowledge, Perception, Willpower.
gone.” Starting Skills: Medicae, Scholastic Lore
(Chemistry), Scrutiny, Trade (Chemist).
- Dr Kuhlman, Sevastopol Station Starting Talents: Jaded, Swift Suture.
Specialist Equipment: Doctor’s bag, Injector, Lab
coat, Medikit.
Anywhere you find people, you’ll find someone who
Wounds: 6+1d5
has managed to contract an illness or get themselves
injured. With the lack of off-world infrastructure,
medically-trained personnel become a vital link in the
chain that sustains a human presence among the stars.
Although some medical personnel may be surgeons,
medical consultants or general practitioners, most end
up having to wear multiple hats acting as family
doctor, pharmacist and trauma surgeon all at once.
In Aliens: Only War, Medics are specialists
in the treatment and rehabilitation of wounds. They
are different to Corpsmen in that they are civilians,
and so have very little in the way of combat training.
As a result, they can focus exclusively on the healing
arts. Whilst this may not make them the best person to
have next to you during a firefight, you’ll sure as hell
want them around to pick up the pieces afterwards.
Medics can be skilled chemists and surgeons
too, able to craft drugs and medication, and to treat
life-threatening wounds. They may even be able to
replace amputated limbs with cybernetic prosthetics.
Whatever their specialisation, remember: space is a
dangerous place. You will face life-threatening
situations on a regular basis, and any mistake – yours,
or the idiot assigned to work with you – can result in
debilitating injury or even death. Make sure that your
team has someone who can put what’s left of you
back together…
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Medic Recommended Advances offers some
suggestions on which Advances to initially work
towards as you begin your career in the Aliens setting.

43
MEDIC ADVANCES

The Medic does not work alongside a Comrade like military Player Characters. These Advances are gained by the
Medic and improve his ability to heal the sick and wounded.

RESUSCITATE

Type: Passive
Cost: 300 xp
Effect: The Medic may resuscitate a dead Comrade. By taking a Full Action and spending a Fate Point, the Medic
may return to life a Comrade within 5m who was killed in the last 10 rounds.

TRIAGE

Type: Passive
Cost: 250 xp
Effect: When administering the First Aid using the Medicae Skill, characters that the Medic treats always count as
Lightly Wounded. Additionally, the Medic may stop Bleeding with a Full Action.

MEDIC RECOMMENDED ADVANCES


Advance Type Page Prerequisites
Intelligence - Simple Characteristic 65
Intelligence - Intermediate Characteristic 65 Intelligence - Simple
Perception - Simple Characteristic 65
Perception - Intermediate Characteristic 65 Perception - Simple
Willpower - Simple Characteristic 65
Willpower - Intermediate Characteristic 65 Willpower - Simple
Charm Skill 77
Common Lore (choose one) Skill 78
Inquiry Skill 80
Inquiry +10 Skill 80 Inquiry
Medicae +10 Skill 83 Medicae
Scholastic Lore (Chemistry) +10 Skill 87 Scholastic Lore (Chemistry)
Scholastic Lore (choose one) Skill 87
Scrutiny +10 Skill 88 Scrutiny
Tech-Use Skill 90
Tech-Use +10 Skill 90 Tech-Use
Trade (Chemist) +10 Skill 91 Trade (Chemist)
Foresight Talent 99 Int 30
Heightened Senses (choose one) Talent 100
Infused Knowledge Talent 100 Int 40, Lore (any one)
Light Sleeper Talent 101 Per 30
Meditation Talent 103
Paranoia Talent 104
Peer (Medical Profession) Talent 104 Fel 30
Radiant Presence Talent 105 Fel 40
Sure Strike Talent 106 WS 30
Total Recall Talent 106 Int 30
Weapon Training (Low-Tech) Talent 108
†These Advances may have already been granted by this Speciality during character creation.

44
COMBAT STARTING APTITUDES, TALENTS
AND MODIFIERS
ANDROID Characteristic Bonus: +5 Ballistic Skill, +5
Weapon Skill, -10 Fellowship.
“Clause 88c of your employment agreement has come Starting Aptitudes: Ballistic Skill, Defence,
into effect.” Offence, Strength, Toughness, Weapon Skill
Starting Skills: Awareness, Dodge or Parry,
Intimidate, Scholastic Lore (Tactics), Security.
- Weyland-Yutani Combat Android Starting Talents: Peer (choose one), Quick Draw
or Rapid Reload, Weapon Training (Low-Tech,
Although the equipping of androids with weapons or Solid Projectile).
uninhibited combat abilities was prohibited by the Armoured Chassis: You are considered to be
Geneva Convention, combat models have been widely wearing armour that provides 6 points of
employed by the Weyland-Yutani Corporation, who protection on all locations. However, you may not
wear any additional armour.
often used illegally manufactured units for security at
Inhuman Appearance: You are clearly inhuman,
critical Weyland-Yutani installations. and any attempt to pass as such automatically fails.
Some Combat Androids are not even Modified Laws of Robotics: Your Laws of
furbished with a full outer covering of skin, leaving Robotics only apply to individuals affected by the
many of their more superficial mechanisms, Peer Talent that you chose above.
particularly on the face, exposed. They are rarely Specialist Equipment: M41A Pulse Rifle with 4
programmed with the more finely-tuned social Pulse Rifle clips (with U1 Grenade Launcher or
U7 Tac-Shotgun) or MK221 Tactical Shotgun with
software installed on commercial synthetics, instead
4 Tactical Shotgun clips.
operating more basic interaction programs that leave Wounds: 12+1d5
them with access to only limited language, often
spoken in mechanical, inhuman tones. This is often a
deliberate aesthetic choice, as it further dehumanizes
them and makes the android that much more
intimidating.
Since construction of synthetics with combat
applications is illegal anyway, most manufacturers
make the decision to jump in with both feet,
programming them with a modified version of the
laws of robotics. The laws still apply, but only to the
organisation that built them. This means that combat
androids can be used for all sorts of unsavory
activities, including torture, execution of civilians and
unarmed prisoners, and use of banned weaponry.
After all, if you’re going to break the law once, then
doing so again becomes somewhat less of an issue.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Combat Android Recommended Advances
offers some suggestions on which Advances to
initially work towards as you begin your career in the
Aliens setting.

45
COMBAT ANDROID ADVANCES

The Combat Android does not work alongside a Comrade like military Player Characters. These Advances are gained
by the Combat Android and improve his ability to fight.

LOCKING JOINTS

Type: Passive
Cost: 500 xp
Effect: Certain models of synthetic come equipped with joints that can lock in place. The Combat Android gains the
Auto-Stabilised and Sturdy Traits.

UNSTOPPABLE

Type: Passive
Cost: 500 xp
Effect: The damage control centre of the Combat Android’s heuristic processor has learned over time to ignore non-
fatal trauma in favour of completing the mission. The Combat Android gains the Stuff of Nightmares Trait.

COMBAT ANDROID RECOMMENDED ADVANCES


Advance Type Page Prerequisites
Ballistic Skill - Simple Characteristic 65
Ballistic Skill - Intermediate Characteristic 65 Ballistic Skill - Simple
Strength - Simple Characteristic 65
Strength - Intermediate Characteristic 65 Strength - Simple
Weapon Skill - Simple Characteristic 65
Weapon Skill - Intermediate Characteristic 65 Weapon Skill - Simple
Athletics Skill 73
Athletics +10 Skill 73 Athletics
Awareness +10 Skill 74 Awareness
Dodge† Skill 79
Dodge +10 Skill 79 Dodge
Intimidate +10 Skill 81 Intimidate
Parry† Skill 87
Parry +10 Skill 87 Parry
Scholastic Lore (Tactics) +10 Skill 87 Scholastic Lore (Tactics)
Security +10 Skill 88 Security
Stealth Skill 89
Bulging Biceps Talent 96 S 45
Crack Shot Talent 97 BS 50
Crippling Strike Talent 97 WS 50
Deadeye Shot Talent 97 BS 30
Disturbing Voice Talent 98
Exotic Weapon Training (choose one) Talent 98
Killing Strike Talent 101 WS 50
Quick Draw† Talent 104
Rapid Reload† Talent 105
Sure Strike Talent 106 WS 30
Weapon Training (Flame) Talent 108
†These Advances may have already been granted by this Speciality during character creation.

46
SLEEPER AGENT STARTING APTITUDES, TALENTS
AND MODIFIERS
“There is a clause in the contract which specifically
Characteristic Bonus: +5 Fellowship.
states any systematized transmission indicating a Starting Aptitudes: Fellowship, Intelligence,
possible intelligent origin must be investigated.” Perception, Social, Strength, Toughness, Weapon
Skill, Willpower.
- Ash, Weyland-Yutani Sleeper Agent Starting Skills: Charm, Common Lore (choose
one), Deceive, Scholastic Lore (choose one).
Synthetic sleeper agents are androids programmed to Starting Talents: Mimic, Peer (choose one),
Weapon Training (choose one).
conceal their true identity and/or purpose from those
Modified Laws of Robotics: Your Laws of
around them. While some sleeper agents will merely Robotics only apply to individuals affected by the
operate as synthetics programmed with ulterior Peer Talent that you chose above.
motives concealed from their associates, the Specialist Equipment: Appropriate Uniform and
advancement of android technology has allowed some Credentials, Dataslate
synthetics to effectively pose as human, concealing Wounds: 10+1d5
their nature from the people they operate alongside.
Owing to their insidious nature, synthetic sleeper
agents are not typically based on commercial models.
It is likely that such agents, particularly those required
to actively pose as human, are bespoke constructs
manufactured especially for their mission, as seeing a
duplicate model would immediately undo any
deception.
In Aliens: Only War, Sleeper Agents are a
wild card. They will often have an agenda that is at
odds with the rest of the squad, and if they don’t then
they will most certainly have an ulterior motive that
helps their employer. When creating a Sleeper Agent,
it is important to establish with the GM precisely what
the character’s role is going to be, and what secretive
task the character has been trusted with.
Another question that must be answered is
whether the other players (not characters!) will be
made aware of the Sleeper Agent’s status. Again,
discussion with the GM is important here; whilst some
groups will enjoy the intrigue and the inevitable
surprise reveal, others may resent the deception. Tread
carefully.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Sleeper Agent Recommended Advances
offers some suggestions on which Advances to
initially work towards as you begin your career in the
Aliens setting.

47
SLEEPER AGENT ADVANCES

The Sleeper Agent does not work alongside a Comrade like military Player Characters. These Advances are gained
by the Sleeper Agent and improve his ability to infiltrate his target.

DEMORALISE

Type: Passive
Cost: 250 xp
Effect: Sometimes it is necessary to sabotage morale. The Sleeper Agent may substitute his Deceive Skill for
Command when employing the Terrify special use of the Command Skill. Additionally, the Sleeper Agent counts as
having Fear (2) for the purpose of all Terrify Tests.

FAST TALK

Type: Full Action


Cost: 100 xp
Effect: A good spy knows that a convincing lie is the most powerful weapon in his arsenal. The Sleeper Agent may
tell a convincing lie using his Deceive Skill as a Full Action, rather than as an action requiring 1 minute or more.

SLEEPER AGENT RECOMMENDED ADVANCES


Advance Type Page Prerequisites
Fellowship - Simple Characteristic 65
Fellowship - Intermediate Characteristic 65 Fellowship - Simple
Perception - Simple Characteristic 65
Perception - Intermediate Characteristic 65 Perception - Simple
Weapon Skill - Simple Characteristic 65
Weapon Skill - Intermediate Characteristic 65 Weapon Skill - Simple
Charm +10 Skill 77 Charm
Common Lore (choose one) Skill 78
Deceive +10 Skill 79 Deceive
Inquiry Skill 80
Inquiry +10 Skill 80 Inquiry
Scholastic Lore (choose one) Skill 87
Scrutiny Skill 88
Scrutiny +10 Skill 88 Scrutiny
Sleight of Hand Skill 89
Stealth Skill 89
Stealth +10 Skill 89 Stealth
Combat Sense Talent 97 Per 40
Crippling Strike Talent 97 WS 50
Foresight Talent 99 Int 30
Infused Knowledge Talent 100 Int 40, Lore (any one)
Killing Strike Talent 101 WS 50
Lightning Reflexes Talent 102
Paranoia Talent 104
Peer (choose one) Talent 104 Fel 30
Sure Strike Talent 106 WS 30
Total Recall Talent 106 Int 30
Weapon Training (choose one) Talent 108
†These Advances may have already been granted by this Speciality during character creation.

48
TECHNICIAN STARTING APTITUDES, TALENTS
AND MODIFIERS
“I'll go. I mean, I'm the only one qualified to remote-
Characteristic Bonus: +5 Intelligence.
pilot the ship anyway.” Starting Aptitudes: Fellowship, Intelligence,
Knowledge, Perception, Strength, Tech,
- Bishop 341B Toughness, Willpower.
Starting Skills: Common Lore (Corporations or
The USCMC extensively deploys Synthetics with USCMC, Tech), Medicae or Tech-Use, Scholastic
front line units. They are viewed as multi-role team Lore (Chemistry or Judgement).
Starting Talents: Hotshot Pilot, Unremarkable.
members, often assigned as drivers, pilots, medics and
Specialist Equipment: Combitool or Medi-kit,
scientific advisors, as well as taking advantage of their Dataslate.
ability to act as mobile databases. Most Synthetics in Wounds: 8+1d5
USCMC service appear as mature, average males or
females around 40 years of age. Some recent studies
have suggested that androids play an important role
within small infantry units, both as an impassive
neutral party, and as a maternal/paternal influence in
nurturing and sustaining the group dynamic at
optimum efficiency.
Synthetic Technicians can typically be found
accompanying a Marine unit’s leader, acting as an
invaluable source of technical expertise. However,
they are perfectly capable of taking on independent
assignments that would be too difficult or too
dangerous for a human. Their programming makes
them hard-working, loyal and utterly fearless, a
combination of traits worthy of any marine.
In extreme circumstances they can be
ordered to complete tasks that will result in their own
destruction. Thanks to the laws of robotics, they will
comply without hesitation. It is universally considered
a better idea to sacrifice a synthetic rather than a
living, breathing person.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Technician Recommended Advances offers
some suggestions on which Advances to initially work
towards as you begin your career in the Aliens setting.

49
TECHNICIAN ADVANCES

The Technician does not work alongside a Comrade like military Player Characters. These Advances are gained by
the Technician and improve his ability to aid his teammates.

ADVISE

Type: Full Action


Cost: 250 xp
Effect: It’s common practice to include at least one synthetic advisor with all USCMC task forces, regardless of size.
When a member of the Technician’s Squad makes a Skill Test based on Intelligence, the Technician may take a Full
Action to grant the Squad member his Unnatural Intelligence Trait for the duration of that Skill Test.

INTERVENE

Type: Passive
Cost: 300 xp
Effect: The Technician has a deeper understanding of the First Law of Robotics. Whenever any Comrade within 10
metres of the Technician would take a hit that would kill him, the Technician may take the hit instead, rolling
Damage as normal.

TECHNICIAN RECOMMENDED ADVANCES


Advance Type Page Prerequisites
Agility - Simple Characteristic 65
Agility - Intermediate Characteristic 65 Agility - Simple
Intelligence - Simple Characteristic 65
Intelligence - Intermediate Characteristic 65 Intelligence - Simple
Perception - Simple Characteristic 65
Perception - Intermediate Characteristic 65 Perception - Simple
Common Lore (choose one) Skill 78
Medicae† Skill 83
Medicae +10 Skill 83 Medicae
Navigate (Stellar) Skill 85
Navigate (Surface) Skill 85
Operate (Aeronautica) Skill 85
Operate (Surface) Skill 85
Operate (Voidship) Skill 85
Scholastic Lore (choose one) Skill 87
Tech-Use† Skill 90
Tech-Use +10 Skill 90 Tech-Use
Counter Attack Talent 97 WS 40
Disarm Talent 97 Ag 30
Foresight Talent 99 Int 30
Infused Knowledge Talent 100 Int 40, Lore (any one)
Mimic Talent 103
Polyglot Talent 104 Int 40, Fel 30
Swift Suture Talent 106
Takedown Talent 106
Total Recall Talent 106 Int 30
Unarmed Warrior Talent 107 WS 35, Ag 35
Weapon Training (choose one) Talent 108
†These Advances may have already been granted by this Speciality during character creation.

50
CHAPTERS IV and TRAIT DESCRIPTIONS
The rules for each Trait can be found in the
descriptions below. In some cases, a Trait has a
V: SKILLS, variable level, indicating a number of armour points,
arms, or some other factor. In these cases, the Trait
TALENTS AND has an (X) after its title, where X indicates the level at
which a creature has the Trait.

TRAITS ACID BLOOD


This creature has concentrated acid for blood.
Whenever the creature suffers explosive or rending
As Aliens is very different from Warhammer 40,000,
damage, all characters engaged in melee with them
the following new Skills, Talents and Traits have been
suffer a number of points of energy damage equal to
created to better emulate the characters and creatures
the creature’s Toughness bonus.
of the setting.

Whenever a creature with this Trait is killed,


SKILLS it falls down dead and inflicts a number of points of
damage on the floor equal to its starting wounds.
Because of the nature of the Aliens setting, Lore Skills Additionally, if the creature is killed by an attack that
focus on different areas of knowledge. The changes inflicts explosive damage, a like amount of damage is
these skills are outlined below. inflicted to all characters and objects within 2 metres.
A creature with this Trait is immune to
COMMON LORE damage inflict by other creatures of the same type as a
This skill still covers areas of (relatively) common result of this Trait. Additionally, all damage inflicted
knowledge: Core Systems, Corporations, Interstellar as a part of this Trait has the Corrosive quality.
Commerce Commission, Outer Rim, Tech, USCMC,
War. SYNTHETIC
A creature with this Trait is an android, an artificial
FORBIDDEN LORE being built to resemble a human being. Synthetics do
Whilst not ‘forbidden’ per se, this skill represents not breathe and are immune to diseases, extremes of
knowledge that is far beyond the purview of normal cold, fatigue, fear, mind-influencing psychic powers,
academia: Black Ops, Engineers, Human poisons and toxic effects. Additionally, a Synthetic
Experimentation, Xenomorphs, Yautja. may only be stunned by attacks that possess the
Shocking Quality.
SCHOLASTIC LORE A Synthetic does not require sleep; instead,
This skill still represents information that tends to be every 400 days they must spend at least 72 hours
learned in a formal setting: Alien Species, Ancient recharging their power cell. Also, synthetics do not
History, Astrophysics, Bureaucracy, Chemistry, need to consume ordinary food and drink (they can,
Cryptology, Law, Medicine, Philosophy, Synthetics, but their ‘stomach’ contents must then be later purged
Tactics. in a manner similar to vomiting).
Finally, creatures with the Bestial Trait will
tend to perceive Synthetics as little more than
TRAITS machines. They will generally ignore a Synthetic’s
The following are new Traits intended for use in the presence unless attacked, or directed to do otherwise
Aliens setting. by a controlling third party.

51
52
influence, they may gain access to additional gear that
CHAPTER VI: they feel is necessary for the completion of their
mission.
ARMOURY
This section presents an exhaustive list of equipment
WEAPONS
that may become available to characters in Aliens: Weapons are divided into several groups covering the
Only War. Starting characters begin with a standard many weapons used by a variety of groups across the
regimental kit. The contents of the kit vary based upon frontier of human space. Unless they are of Poor
the nature of the regiment, conditions of their Craftsmanship, all weapons come with the appropriate
deployment and the environment which they will be holster or carrying strap as part of their cost.
expected to operate in. The weapons presented below are in the
The process of acquiring further gear is same format as can be found in Chapter VI of the
dependent upon deployment conditions and mission Only War core rulebook.
parameters. Of course, as characters grow in fame and

RANGED WEAPONS

Solid Projectile Weapons


Name Class Range RoF Dam Pen Clip Rld Special Wt. Avail.
.32 Walther GSP Expert Pistol 25m S/-/- 1d10+4 I 0 5 Full Accurate 2 Rare
.357 Magnum Pistol 50m S/-/- 1d10+4 I 2 6 2 - 3 Common
Full
AF13 Shotgun Basic 30m S/-/- 1d10+4 I 0 4 2 Inaccurate, - -
Full Scatter
Arc Launcher Basic 30m S/-/- 1d10+4 E 5 3 2 Shocking - -
Full
Benelli M3T Super 90 Basic 30m S/3/- 1d10+4 I 0 7 2 Inaccurate, 3 Scarce
Full Scatter
Bolt Gun Basic 15m S/-/- 2d10+8 R 0 1 2 Inaccurate, 7 Common
Full Recharge
Harpoon Gun Pistol 50m S/-/- 1d10+4 R 5 1 Full - 2 Average
ID16 Incendiary Shells Basic 30m S/-/- 1d10+4 E 5 3 2 Flame - -
Full
M4 Pistol Pistol 50m S/-/- 1d10+3 I 0 12 Half Reliable 1 Common
M4A3 Service Pistol Pistol 50m S/-/- 1d10+4 I 0 12 Half Reliable 1 Average
M4A4 Service Pistol Pistol 50m S/-/- 1d10+5 I 2 12 Half - 1.5 Scarce
M4RA Battle Rifle Basic 100m S/-/- 1d10+5 I 6 15 Full Accurate, 5 Scarce
Reliable
M37A2 Pump Shotgun Basic 30m S/-/- 1d10+4 I 0 8 2 Inaccurate, 5 Average
Full Scatter
M39 Submachine Gun Basic 50m -/-/10 1d10+3 I 0 48 Full Inaccurate 3.5 Average
M41A Pulse Rifle Basic 125m S/4/10 1d10+5 X 5 99 Full Felling (1), 5 Scarce
Reliable,
Tearing
M41AE2 Heavy Pulse Heavy 125m -/-/10 2d10+5 X 8 300 Full Felling (1), 10 Rare
Rifle Reliable,
Tearing
M42A Scoped Rifle Basic 700m S/-/- 1d10+8 I 8 15 Full Accurate 5 Very Rare
M90 Minigun Heavy 300m S/3/10 2d10+4 I 8 900 3 Storm 40 Very Rare
Full
MK221 Tactical Shotgun Basic 30m S/2/- 1d10+4 I 0 8 2 Inaccurate, 6.5 Scarce
Full Scatter
NSG 23 Assault Rifle Basic 100m S/3/5 1d10+4 I 3 30 Full - 5 Scarce
U7 Tac-Shotgun Basic 30m S/-/- 1d10+4 I 0 4 2 Inaccurate, - -
Full Scatter
VP70 Machine Pistol Pistol 50m S/3/- 1d10+3 I 0 18 Half Reliable 1.5 Common
VP78 Pistol Pistol 50m S/3/- 1d10+4 I 0 18 Half Reliable 1.5 Average
WY88 Mod 4 Combat Pistol 50m S/-/- 1d10+4 I 1 18 Half - 1.5 Scarce
Pistol
WY102 Sniper Rifle Basic 500m S/-/- 1d10+8 I 10 30 Full Accurate, 6 Very Rare
Proven (3)
ZX76 Shotgun Basic 30m S/-/- 1d10+4 I 0 12 Full Inaccurate, 5.5 Scarce
Scatter, Twin-
Linked

53
RANGED WEAPONS (CONT)

Flame Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Avail.
M78 PIG Heavy 500m S/-/- 3d10+10 E 5 30 3 Full Lance 15 Very Rare
XM99A Phased Basic 150m S/-/- 1d10+7 E 5 4 2 Full Melta 6 Extremely
Plasma Pulse Rifle Rare

Flame Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Avail.
ID23 Incinerator Basic 20m S/-/- 1d10+4 E 6 4 2 Full Flame, Spray - -
M240A1 Incinerator Basic 30m S/-/- 1d10+5 E 6 15 2 Full Flame, Spray 2.7 Scarce
M260B Flamethrower Basic 40m S/-/- 1d10+5 E 6 25 2 Full Flame, Spray 3.5 Rare

Launcher Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Avail.
H34 Frag Launcher Basic 50m S/-/- 2d10 X 0 4 2 Full Blast (3) - -
M5 RPG Launcher Heavy 300m S/-/- † † 4 2 Full † 30 Average
M6B Rocket Launcher Heavy 300m S/-/- 3d10+4 X 4 3 2 Full Accurate, 30 Rare
Blast (6)
M83A2 SADAR Heavy 250m S/-/- † † 1 2 Full Accurate, 35 Rare
Blast (3),
Indirect
M83AM SADAR Heavy 250m S/4/- † † 1 2 Full Accurate, 35 Very Rare
AMAG Indirect,
Proven (3)
M92 Grenade Heavy 60m S/-/- † † 6 2 Full † 12 Average
Launcher
M112 HIMAT Heavy 150- S/-/- 3D10+8 X 10 1 3 Full Concussive 18 Very Rare
1250m (3), Indirect
M402 Mortar Heavy 50- S/3/5 † † 10 3 Full Inaccurate, 70 Very Rare
300m Indirect
U1 Grenade Launcher Basic 50m S/-/- † † 4 2 Full † - -

† The Damage, Penetration and Special Qualities of Launcher weapons with variable ammunition are dependent upon the grenade or missile
used

SOLID PROJECTILE .357 MAGNUM


The .357 revolver is a 6-round, semi-automatic
WEAPONS revolver manufactured by Spearhead Armoury and
The most common weapons in colonised space, many chambered in .357 LR. It is heavy, bulky, old-
modern solid projectile weapons are caseless, relying fashioned and very, very effective.
on a binary propellant to propel rounds out of the
barrel. To use the various classes of solid projectile
weapons, you must have the Weapon Training (Solid
Projectile) Talent.

.32 WALTHER GSP EXPERT


The Walther Gebrauchs Sport Pistole is a German-
made semi-automatic target pistol. Despite its age it is
a precision weapon that still fetches high prices
amongst collectors.

AF13 SHOTGUN
The AF13 shotgun is a modular weapon that is
available only as an under barrel attachment for the
NSG 23 assault rifle.

54
ARC LAUNCHER HARPOON GUN
The Arc launcher is a modular weapon that is An industrial tool more than a weapon, the harpoon
available only as an under barrel attachment for the gun fires a barbed projectile attached to a 50m steel
MK221 shotgun. It fires electrically charged shotgun cable.
slugs.

ID16 INCENDIARY SHELLS


The ID16 incendiary launcher is a modular weapon
that is available only as an under barrel attachment for
the MK221 shotgun. It fires incendiary shotgun slugs.

BENELLI M3T SUPER 90 SHOTGUN


The Benelli Super 90 is a family of Italian-made semi-
automatic shotguns chambered in 12 gauge. The
Super 90 is primarily used by police and military
forces, although civilian versions also exist. The
weapons are known for their reliable and easy-to-
maintain operating mechanism.

M4RA BATTLE RIFLE


The M4RA battle rifle is a compact bullpup mid to
long-range battle rifle. It has a single under barrel
BOLT GUN attachment rail, and when purchased it comes with U1
The bolt gun is a pneumatically-powered improvised Grenade Launcher and U7 Tac-Shotgun under barrel
weapon. While markedly sluggish to operate due to attachments as standard.
the few seconds it takes to charge the weapon, the
industrial hardware it fires is devastating to a range of
targets.

55
M37A2 PUMP SHOTGUN M4A4 SERVICE PISTOL
The M37A2 pump shotgun is a pump-action combat The M4A4 is an upgrade over the M4A3, trading the
shotgun. It has a reputation for reliability, and is in 9mm round for a .45 caliber cartridge, granting it
common use in the military. increased power at the cost of a slightly smaller
magazine capacity.

M41A PULSE RIFLE


The M41A pulse rifle is a pulse-action, air-cooled,
selective fire assault rifle. It has a single under barrel
attachment rail, and when purchased it comes with U1
Grenade Launcher and U7 Tac-Shotgun under barrel
attachments as standard.

M39 SUBMACHINE GUN


The M39 SMG is a submachine gun manufactured by
Armat Battlefield Systems. Whilst its low penetrating
power makes it a poor choice against armoured
targets, it makes it useful in urban operations where
collateral damage is a concern.

M41AE2 HEAVY PULSE RIFLE


The E2 is similar to a standard pulse rifle except that
the under barrel rail has been removed and the gun
modified with a replaceable barrel. An optional 'L'
feed ammunition clip contains up to 300 rounds. The
intention is to introduce the E2 as a light support
weapon, the replaceable barrel offering greater rates
M4 PISTOL of sustained fire in support of rifle and recon squads.
The M4 Pistol is a family of American-made semi-
automatic handguns chambered for 9mm ammunition.
Various incarnations of the weapon have been
employed by the USCMC as their standard issue
sidearm for decades.

M42A SCOPE RIFLE


The M42A scope rifle is an American-made semi-
automatic sniper rifle chambered for 10mm M252
HEAP ammunition. The M42A can be linked by wire
to a motion tracker within 2m; this grants the scope
rifle the benefits of a motion tracker, whilst removing
the tracker’s restriction on Aim Actions.

M4A3 SERVICE PISTOL


The M4A3 pistol is a replacement for the ageing
VP70 in service with the USCMC. While sufficiently
powerful to be effective against most unarmored foes,
it lacks effectiveness against tougher targets with
heavy armor.

56
M90 MINIGUN VP70 MACHINE PISTOL
The M90 has a capacity of 900 rounds, all loaded in a The Heckler & Koch Volkspistole 70 is a German-
single, continuous belt, and fires in minimum bursts of made, blowback-operated, burst capable pistol
3 rounds. The entire 900-round belt can be emptied in chambered in 9×19mm Parabellum manufactured by
significantly less than one minute. The weapon has Heckler and Koch GmbH.
three barrels, and is exceedingly heavy, slowing the
user down while the weapon is readied. It fires armor-
piercing rounds at an extremely high rate of fire,
making it effective against small, fast-moving targets
as well as durable, armored targets.

VP78 PISTOL
MK221 TACTICAL SHOTGUN The VP78 pistol is chambered for 9mm squash-head
The MK221 shotgun is constructed of heat resistant rounds for increased stopping power. It can fire in
alloys, allowing the weapon to maintain structural both semi-automatic and three-round burst modes;
integrity after firing multiple shots in quick while accuracy during three-round burst is poor, it
succession. It has a single under barrel attachment rail, greatly increases the weapon's effectiveness at close
and when purchased it comes with Arc Launcher, H34 range.
Frag Launcher and ID16 Incendiary shell launcher
attachments as standard.

NSG 23 ASSAULT RIFLE


The NeuSturmgewehr 23 is a three-round burst assault
rifle manufactured by Weyland-Yutani. It has a single WY88 MOD 4 COMBAT PISTOL
under barrel attachment rail, and when purchased it The 88 Mod 4 pistol is an extremely light and durable
comes with AF13 Shotgun, H34 Frag Launcher and weapon constructed completely from nano-bound,
ID23 Incinerator under barrel attachments as standard. hard impact plastics and other synthetic materials.

U7 TAC-SHOTGUN WY102 SNIPER RIFLE


The U7 shotgun is a modular weapon that is available The WY102 sniper rifle is a railgun designed for
only as an under barrel attachment for the M4RA extreme range, typically used in roles of long range
battle rifle or the M41A pulse rifle. fire support and assassination. It fires a super-heated

57
slug at extreme velocities that can pierce most forms XM99A PHASED PLASMA PULSE RIFLE
of body armour, and even penetrate the thick armour The XM99A phased plasma pulse rifle is a long-range
plating of vehicles and structures. prototype semi-automatic plasma based rifle.

ZX76 SHOTGUN
The ZX-76 is a pump-action shotgun incorporating an
unusual double barrel design; while the weapon
typically fires from only one of these barrels at a time,
the weapon is also capable of discharging both
simultaneously, for a much more powerful blast.
FLAME WEAPONS
Flame weapons spray their foes with a sticky, fast-
burning fuel similar to napalm. To use the various
classes of flame weapons, you must have the Weapon
Training (Flame) Talent.

ID23 INCINERATOR
The ID23 incinerator is a modular weapon that is
PLASMA WEAPONS available only as an under barrel attachment for the
NSG 23 assault rifle. Unlike other Flame weapons it
Plasma weapons are rare enough that most people
can be operated with Weapon Training (Solid
have never even seen one, let alone learned how to
Projectile) at no penalty.
use it. They work by using hydrogen fuel stored in
magnetic containment bottles, and are universally
lethal. To use the various classes of plasma weapons,
you must have the Weapon Training (Plasma) Talent.

M78 PIG
The M78 phased-plasma infantry gun is a man-
portable anti-armor weapon used by the USCMC that
employs a vaporized plasma laser to burn through
armor.

M240A1 INCINERATOR
The M240 flamethrower is designed for use in close
combat at the squad and fire team level. It uses ultra-
thickened napthal fuel as a base, stored under pressure
and ignited by a nozzle burner as it leaves the
weapon's barrel.

58
M260B FLAMETHROWER SHOCK-PROD
Designed as a replacement for the ageing M240 Generally not intended as a lethal weapon, shock or
Incinerator Unit, the M260B is useful for neutralizing cattle-prods are used to inflict pain without severe
massed or fast-moving targets. injury. They are often used to direct or goad targets,
although their electrical current can be dangerous to
synthetics.

LOW-TECH WEAPONS
Even in the future people occasionally have a need to
club someone over the head. To use the various
classes of low-tech weapons, you must have the
Weapon Training (Low-Tech) Talent.
WRENCH
FIRE AXE This heavy steel hand tool can be used as an
Used primarily for breaking down doors and improvised club.
windows, a fire axe tends to be just as lethal when
applied to living targets.
LAUNCHERS
Launchers make use of explosive projectiles of one
form or another. To use the various classes of
launchers, you must have the Weapon Training
(Launcher) Talent. Setting explosives requires the
Demolition special use of the Tech-Use Skill (see
Chapter IV of the Only War core rulebook).

H34 FRAG LAUNCHER


The H34 frag launcher is a modular weapon that is
available only as an under barrel attachment for the
MK221 shotgun and the NSG 23 assault rifle. Unlike
NET other Launcher weapons it can be operated with
Used for millennia to trap targets that you don’t want Weapon Training (Solid Projectile) at no penalty.
to kill, modern nets are made of lightweight steel
cables.

M5 RPG LAUNCHER
The M5 Rocket Propelled Grenade is a
portable, shoulder-fired, reloadable, semi-automatic
unguided anti-armor rocket-propelled grenade

59
launcher that can be loaded with a variety of M83AM SADAR AMAG
munitions. Once it became clear that individually armored tank
crews could survive a SADAR hit, the USCMC
redesigned the weapon to ensure destruction of both
tank and crew. The result is the SADAR AMAG
(Aerosol MAGnesium), a large four-tubed weapon
that penetrates heavy armor and discharges multiple
megathermal payloads in its interior with a four-
M6B ROCKET LAUNCHER rocket salvo.
The M6B Rocket Launcher is an anti-vehicular
weapon with a tube capacity of three rockets, and can M92 GRENADE LAUNCHER
fire unguided or tracking rockets. The M92 is a light, multipurpose grenade launcher
that can be loaded with a variety of different types of
munition.

M83A2 SADAR
The M83A2 SADAR (Shoulder-Launched Active- M112 HIMAT
Homing Disposable Anti-Tank Rocket) is the premier The M112 Hypervelocity Intelligent Missile, Anti-
infantry anti-armor weapon available to the USCMC. Tank is a man-portable anti-armor weapon employed
It can lock on to most targets and seek them by the USCMC. The core element of the M112 is an
unerringly, making it a devastating weapon when 11.3kg carbon fiber composite tube, a single-round
repeatedly fired from a protected position. self-contained disposable launcher supported by a
bipod stand and baseplate. The tube incorporates
RTM ports to connect it to the fire control system.
The bipod can be set to launch the warhead
horizontally or at increasing angles up until the
vertical, depending on deployment.

60
M402 MULTIPLE-LAUNCH MORTAR timer switch on top of the drum, which can be set
The M402 Multiple-Launch Mortar is a man-portable from 2 minutes up to 24 hours. One drum can cover
artillery weapon primarily used in an infantry small an area of approximately 200 metres and can spread
quickly depending on wind conditions.
unit support fire role. The mortar uses an 80 mm twin-
tube design, automatically fed from a ten-round rotary
magazine. The weapon can be aimed and fired by a
remote command handset, either singly or in volleys
firing each tube sequentially. All ten rounds can be
volley-fired in less than eight seconds.

U1 GRENADE LAUNCHER
The U1 grenade launcher is a modular weapon that is
available only as an under barrel attachment for the
M4RA battle rifle or the M41A pulse rifle. Unlike
other Launcher weapons it can be operated with G2 SHOCK GRENADE
Weapon Training (Solid Projectile) at no penalty. The G2 Electroshock Grenade (informally known as
the Sonic Electronic Ball Breaker, due to detonation
height and effect), is a type of timed detonation
bounding mine grenade. Once tossed to the ground the
G2 propels to a height of one meter and delivers an
electric payload of over a million volts. The shock is
instantaneous and although rarely fatal it delivers
enough current to disrupt the central nervous system.

GRENADES, MISSILES
AND ROUNDS
The explosives listed here are split into two types;
those in the ‘thrown’ class may be thrown by hand or
loaded in a grenade launcher as grenades. Those listed M20 CLAYMORE MINE
without a class are bulky and heavy, and must be The Claymore Mine is a proximity triggered anti-
placed using the rules listed under each individual personnel mine filled with ball bearings encased on
weapon. top of a high explosive compound The M20
incorporates active sensors which, when tripped, will
B15 FRAG GRENADE cause the M20 to explode.
The B15 frag grenade is a high explosive grenade
primarily used by the USCMC. The B15 is mainly
used as ammunition for the Pulse Rifle's grenade
launcher but it can also be used as a standalone hand
grenade by removing the red cap from the top of the
grenade and pressing the button twice.

CN20 NERVE GAS


CN20 Nerve Gas attacks the nervous system of the
human body. Initial symptoms following exposure are
tightness in the chest and constriction of the pupils.
Within minutes this escalates to difficulty breathing,
nausea and uncontrolled salivation, followed by
vomiting and spontaneous incontinence. Ultimately
the victim becomes comatose, suffocating as a
consequence of convulsive spasms. The Nerve Gas is
stored in 20 litre canisters and is released by setting a

61
M40 HEDP GRENADE firing a smartgun while wearing an M56 combat
The M40 High Explosive Dual Purpose Grenade is a harness may ignore up to a -30 penalty on their attack
type of high explosive fragmentation grenade. rolls. However, the gun will always assign multiple
The M40 contains notched steel wire wrapped around hits to the closest target. It will continue to do so until
a Composition B15 explosive core, which spreads the target is dead, only then moving on to assign any
more than 300 metal fragments over a casualty radius
leftover hits to the next nearest target.
of 5 m upon detonation. The M40 is mainly used as
ammunition for the Pulse Rifle's grenade launcher but
it can also be used as a standalone hand grenade by
removing the red cap from the top of the grenade and
pressing the button twice.

Example: A smartgun is fired on full auto at a group


of 5 targets scoring 7 hits. The gun applies hits to the
closest target until it is dead, in this case 3 hits. The
remaining hits are applied to the next closest target
until it is dead, taking another 3 hits. The final
leftover hit is applied to the next closest target,
damaging but not killing them.

If you wish to assign hits to any other target, then you


must first pass a Challenging (+0) Strength Test to
drag the gun’s servos in the direction that you want
them to go. Succeeding on this test means that for this
attack you may assign hits as you wish.

P9 SHARP
U4 FIREBOMB The P9 Sonic Harpoon Artillery Remote Projectile
The U4 Firebomb, also known simply as the Rifle (SHARP Rifle), nicknamed the Sharp Stick after
Firebomb, is a Napalm B-based incendiary explosive. its unique ammunition, is a prototype weapon firing
The U4 erupts on impact, creating lasting chemical time-delayed explosive-tipped darts that can be
fires that can reach temperatures of 1200 degrees embedded in local terrain. The darts detonate
Celsius automatically when they detect movement within 3
metres, and they can be programmed to ignore targets
broadcasting specific IFF frequencies.
EXOTIC WEAPONS
The weapons listed here require specialist training to
use them. Each of these weapons requires you to have
the appropriate Exotic Weapon Training Talent to use
them.

M56 SMARTGUN
The M56 smartgun is a man-portable heavy machine
gun with automatic targeting capabilities. A character

62
GRENADES, MISSILES AND ROUNDS

Name Class Range RoF Dam Pen Clip Special Wt. Avail.
B15 Frag Grenade Thrown SB×3 S/-/- 2d10 X 0 1 Blast (3) 0.5 Common
CN20 Nerve Gas - - - - 1 Blast (6), Felling (1), Toxic 1 Extremely
(5) Rare
G2 Shock Grenade Thrown SB×3 S/-/- 1d10+3 E 6 1 Blast (1), Shocking 0.5 Rare
M20 Claymore - 30m - 2d10+4 4 1 Spray 1 Rare
Mine X
M40 HEDP Thrown SB×3 S/-/- 2d10+4 8 1 Blast (1) 0.5 Rare
Grenade X
U4 Firebomb Thrown SB×3 S/-/- 1d10+3 E 6 1 Blast (3), Flame 0.5 Plentiful

EXOTIC WEAPONS

Name Class Range RoF Dam Pen Clip Rld Special Wt. Avail.
M56 Smartgun Heavy 325m -/4/10 2d10+4 X 6 150 2 Full Reliable, Tearing 30 Rare
P9 SHARP Basic 150m S/-/- 2d10+4 X 10 Full Blast (3) 12 Extremely Rare

LOW-TECH WEAPONS

Name Class Range Dam Pen Special Wt. Avail.


Fire Axe Melee - 1d10+2 R 2 Unbalanced 4 Common
Net Melee - - 0 Flexible, Snare, Unwieldy 1 Scarce
Shock Prod Melee - 1d10 E 5 Shocking 3.5 Scarce
Wrench Melee - 1d10 I 0 Primitive (7), Unbalanced 2 Plentiful

WEAPON UPGRADES
The upgrade descriptions below follow the same rules as outlined in Chapter VI of the Only War Core Rulebook.

Name Weight Availability


M56 Combat Harness ×1/2 Rare

M56 COMBAT HARNESS


Specifically designed to be used with the M56 Smart Gun, when the two are combined the Smart Gun’s operator gains
the Auto-Stabilised Trait – he always counts as Braced and may fire the Smart Gun on Semi- or Full-Automatic as a
Half Action.
Upgrades: Any Smart Gun

63
Name Locations Covered AP Weight Availability
Advanced SE Suit All 4 6 Extremely Rare
Apesuit All 5 15 Near Unique
Flak Vest Body 3 3 Scarce
M3 Pattern Personal Armour Body, Legs 5 10 Rare
M4X Body Armour All 6 8 Very Rare
M10 Pattern Ballistic Helmet Head 5 2 Rare
MK 35 Pressure Suit All 5 15 Rare
MK 50 Compression Suit All 3 20 Scarce

FLAK VEST
ARMOUR Standard issue body armour for non-frontline
The following armour is specific to the Aliens setting, personnel in most militaries, Flak Vests are cheap,
and follows the rules for armour as described in simple to use and effective for those not expecting to
come under direct fire from the enemy.
Chapter VI of the Only War Core Rulebook.

ADVANCED SE SUIT
This is a highly advanced environment suit used in
exploration, reconnaissance and for tactical
maneuverability in the field. An Advanced SE suit
protects against extremes of temperature, barometric
pressure and atmospheric composition for up to 12
hours.

M3 PATTERN PERSONAL ARMOR


APESUIT The M3 Pattern Personal Armor, also known as the
The Apesuit is a specialized armoured suit, used by Armored Vest, is the standard ballistic protective
both the USCMC and Weyland-Yutani combat armor system employed by the USCMC in the 22nd
personnel, which effectively protects the wearer from century. Manufactured by Armat Battlefield Systems,
the hazardous effects of Xenomorph acidic blood. An it is designed to balance lightness and comfort with
Apesuit’s AP is not reduced by Corrosive damage. optimum protection.
Additionally the Apesuit is bulky, and the wearer
suffers a -10 penalty on all Agility and Perception-
based Tests.

M4X BODY ARMOUR


An update to the aging M3 vest, M4X armor provides
better protection against high-velocity impacts than its
predecessor without sacrificing mobility. Instead of a

64
basic vest and infantry helmet, the M4X incorporates
full-body protection with armored sleeves, thick
gloves, and a full-face helmet complete with a light
WARGEAR
Very few military personnel carry items beyond the
ballistic-resistant visor. When M4X armour is standard kit issued to their platoon. However,
damaged by the Corrosive special quality, the damage sometimes for specific missions, specialised
is reduced by 2 (minimum 0). equipment is issued on a case-by-case basis.

M10 PATTERN BALLISTIC HELMET


The M10 helmet is the standard-issue head protection CLOTHING AND WORN
issued by the USCMC. It is manufactured by Armat GEAR
Battlefield Systems. The M10 helmet incorporates a Standard clothing and uniforms are considered to be
Helmet Cam, Personal Data Transmitter and a relatively freely available. For rarer gear and clothing,
removable Radio with headset. It also has an inbuilt consult the following entries.
Preysense Sight.
Name Weight Availability
Helmet Cam 0.1 Scarce
Radio 0.1 Average
TNR Shoulder Lamp 0.5 Abundant

HELMET CAM
Worn on a helmet or headband, a Helmet Cam has a
range of 2km and it can broadcast on an open or
encrypted frequency. They can be linked to a Personal
Data Transmitter, and have internal storage good for
capturing hundreds of hours of footage.

MK 35 PRESSURE SUIT
The MK 35 pressure suit is the standard pressure suit
in use by the USCMC. A MK 35 pressure suit protects
against extremes of temperature, barometric pressure
and atmospheric composition for up to 6 hours. The
MK 35 is bulky, and the wearer suffers a -10 penalty
on all Agility and Perception-based Tests.
RADIO
MK 50 COMPRESSION SUIT Standard radios come in handheld and headset
This environment suit used is manufactured by varieties, and have a range of about 1km (depending
Weyland-Yutani, and is in common use in both the on weather, local atmosphere and intervening terrain).
public and private sector. A MK 50 compression suit
protects against extremes of temperature, barometric
pressure and atmospheric composition for up to 6
hours. The MK 50 is bulky, and the wearer suffers a -
10 penalty on all Agility-based Tests.

65
TNR SHOULDER LAMP
The TNR model shoulder lamp can be shoulder-
mounted or hand-held at the user’s discretion. It
allows the wearer to carry a light source and still keep
both hands free for using a weapon.

JUMPING JACK
A small, immobile decoy for Motion Trackers, any
tracker within range will detect the Jack as if it was a
moving, human sized object. Jumping Jacks have a
battery that lasts two days

M314 MOTION TRACKER


The user gains a +20 bonus to Awareness Tests and
the Unnatural Senses (50) Trait. However, using a
motion tracker requires a Half Action and a free hand.
The user may also wield a two-handed ranged weapon
at the same time, but they may not take the Aim
Action.
TOOLS
The USCMC make use of a variety of tools.

Name Weight Availability


Comtech Hacking Tool 0.5 Rare
Demolition Charge 10 Rare
Jumping Jack 2 Rare
M314 Motion Tracker 1 Scarce
Maintenance Jack 4 Ubiquitous
ME3 Hand Welder 2 Average
Medpod 450 Very Rare
Personal Data Transmitter - Common
Spectragraph Drone 2 Very Rare
Synapse Reestablisher 100 Very Rare
UA 571-C Automated Sentry Gun 45 Very Rare MAINTENANCE JACK
A the maintenance jack is common multi-tool on
vessels and off-world facilities. A maintenance jack
COMTECH HACKING TOOL counts as a basic toolkit, and may be used as an
Carried in a belt pack, a hacking tool grants a +30 improvised melee weapon (Melee; 1d10+2 I;
bonus on Security Tests when trying to defeat Penetration 0; Concussive [0]).
electronic locks. Poor quality models are known as
‘security access tuners’, and only grant a +10 bonus.

DEMOLITION CHARGE
A demolition charge can be set in place with a Full
Action by anyone who possesses the Tech-Use Skill.
It explodes for 6d10 E Damage, Penetration 12, with a
range of 2m and the Melta Quality.

66
ME3 HAND WELDER
The hand welder can cut through materials up to 10cm
thick, and be set to cut or weld. They can be used as
an improvised weapon (Basic; 1m; 2d10+16 E; Pen
10; Clip 5; Rld 2 Full) but only on stationary targets.

SPECTAGRAPH DRONE
These advanced drones use laser-mapping technology
to build a 3D map of their surrounding terrain. They
can be remotely operated or set to operate
independently, and travel at a speed of 10m per Turn.
They have little internal storage capacity and must be
linked to a computer system of some sort within
communication range.

MEDPOD
The medpod may perform most medical surgical
procedures, and counts as a full set of surgical tools
and trained assistants. It may also perform the
following uses of the Medicae Skill: First aid,
Extended care, Diagnose and Chem use (Antidote
only). Advanced versions possess the Medicae Skill,
making rolls with an effective Intelligence of 40 and a
+30 situational modifier. These models are Near
Unique, and are worth an absolute fortune.
SYNAPSE REESTABLISHER
This piece of rare, experimental technology may be
used to temporarily grant a semblance of life to the
dead. Upon connection to the deceased’s nervous
system, the synapse reestablisher revivifies the corpse
to the point where it regains basic awareness and can
answer simple questions. This state lasts for 1d10
minutes, and may only be attempted once as
afterwards, the subject’s nervous system degrades
very quickly. The synapse reestablisher may also be
PERSONAL DATA TRANSMITTER used to communicate with comatose patients, but
PDTs are issued as standard IFF transponders to most every attempt to do so permanently reduces the
modern troops. They have a range of about twenty subject’s Intelligence and Perception by 1d5.
kilometres, and indicate the bearer’s position. Good
quality models can be surgically implanted or transmit
additional data such as vital signs. Best quality models
can do both of these things.

67
Name Class Range RoF Dam Pen Clip Special Wt. Avail.
M30 Autocannon Heavy 300m -/-/10 2d10 X 6 500 Tearing - -

UA 571-C AUTOMATED SENTRY GUN permission to fire on a case-by-case basis, and doing
As known as the ‘robot sentry’, the UA 571-C is a so for any number of targets each Turn is a Full
tripod-mounted automated perimeter defense system Action.
employed by the USCMC to deliver pre-set automatic
fire to any hostile within range. They are equipped
with an M30 Autocannon, a Motion Tracker, and
automatic thermal and movement actuated AI
targeting capabilities that grant Ballistic Skill 40 and
Perception 40. Robot sentries come equipped with a
portable command console with a range of 1km, and
they have two modes that they can be set to:
• Auto-Remote: The robot sentry will attack any
target detected by its Motion Tracker that does not
have an active Personal Data Transmitter that matches
its IFF (Identify: Friend/Foe) frequency.
• Manual Override: When the robot sentry detects a
potential target, it communicates with the command
console; the controller grants the robot sentry

68
69
Type: Walker Tactical Speed: 10 m
VEHICLES Cruising Speed: (Ag) kph Manoeuverability: +0
Structural Integrity: 20 Size: Hulking
While far from exhaustive, the following represents a Armour: Front 20, Side 20, Rear 20
sample of the most common vehicles found across Vehicle Traits: Open-Topped, Ponderous, Rugged,
human-occupied space. They run the gamut from Walker
cutting edge exploration vehicles, through military Crew: 1 Driver
hardware all the way down to civilian workhorses. Carrying Capacity: 4000kg (4.4 tons)

ATV NR6 Weapons


The ATV NR6 is a two-person transport vehicle with Powered Lifting Forks (Melee; 2d10+8 I; Pen 4;
4-tread, track-belted wheels able to negotiate near- Unbalanced)
vertical terrain carrying small payload. With the NR6,
planetary engineers are able to survey previously Special Rules
inaccessible areas of newly discovered proto-colonies. The operation of a Power Loader is more like wearing
a suit of heavy powered armour than it is driving a
conventional vehicle. The P5000 Work Loader
operates using the wearer’s Characteristics, with the
following exceptions:
• The wearer gains the Auto-Stabilised, Sturdy and
Unnatural Strength (4) Traits.
• Power Loaders are not particularly agile; the wearer
automatically fails all Agility-based Tests apart from
Operate Skill Tests made to drive the Loader.

DAIHOTAI TRACTOR
Type: Tracked Vehicle Tactical Speed: 18 m The Daihotai Tractor is a cheap, rugged commercial
Cruising Speed: 65 kph Manoeuverability: +10 off-road vehicle, designed for use on extraterrestrial
Structural Integrity: 20 Size: Hulking colonies. It can operate in a variety of enviornments
Armour: Front 15, Side 15, Rear 15 and the unusual suspended 8×8 wheel arrangement
Vehicle Traits: Enhanced Motive Systems, Open- allows it to traverse hostile, uneven and unprepared
Topped, Tracked Vehicle ground, such as is commonly found on recently
Crew: 1 Driver colonized extrasolar planets.
Carrying Capacity: 1 Passenger

Special Rules
The NR6 is incredibly light for its size. Should it ever
be rolled over onto its side, a person with a Strength
Characteristic of at least 30 can right it with a Full
Action.

CATERPILLAR P5000 WORK LOADER


The Power Loader is a commercial mechanized
exoskeleton used for lifting heavy materials and
objects. As well as widespread industrial use, the P-
5000 is heavily employed by the USCMC to load
ordnance on board their starships.

Type: Wheeled Vehicle Tactical Speed: 14 m


Cruising Speed: 55 kph Manoeuverability: +0
Structural Integrity: 30 Size: Enormous
Armour: Front 25, Side 25, Rear 25
Vehicle Traits: Enclosed, Rugged, Wheeled Vehicle
Crew: 1 Driver
Carrying Capacity: 5 Passengers

70
Options Type: N/A Tactical Speed: N/A
At the GM’s discretion, the Daihotai Tractor can Cruising Speed: N/A Manoeuverability: N/A
optionally be fitted with a hull-mounted device on the Structural Integrity: 20 Size: Hulking
front and/or back of the vehicle (choose one of the Armour: Front 15, Side 15, Rear 15
following): Vehicle Traits: Enclosed, Environmentally Sealed,
• Bulldozer blade Orbital Deployment
• Backhoe Crew: None
The Daihotai can also be optionally fitted with a Carrying Capacity: 1 Passenger
single turret-mounted device on the top of the hull
(choose one of the following): Special Rules
• Mechanical excavator Ejection capsules are resistant to the rigors of
• Crane plummeting through a hostile atmosphere and
• Core sampler crashing into the surface of an alien world. The
• Welder passenger inside will usually survive such an impact,
• Waldo arm although not necessarily uninjured.

Special Rules
Even though it is a Wheeled Vehicle, the Daihotai M22A3 JACKSON MEDIUM BATTLE
Tractor has multiple independently articulated wheels. TANK
As a result, it operates much more like a Tracked The M22 tank was until recently the primary battle
Vehicle. The Daihotai Tractor is a Wheeled Vehicle in tank of the USCMC. It is considered by many to be
all respects with the following exceptions: old and outmoded, but despite its replacement by the
• The Daihotai Tractor gains a +10 bonus to all tests newer M40 Ridgeway, the M22 is still in regular use
involving Difficult Terrain. because of constant budget cuts and cost overruns on
• Whenever the Daihotai Tractor suffers Critical newer vehicles.
Damage to its Motive Systems that results in the
vehicle being slowed, the result of the roll to
determine how much Tactical Speed is lost is halved
(rounded down). This replaces the rules for Critical
Damage to Motive Systems listed in the entry for
Wheeled Vehicles in the Only War Core Rulebook.

EJECTION CAPSULE
The Class-A crew ejection pod is a vehicle designed
for evacuation from a space vessel. Once a crew
member enters and activates the pod, two small door
panels close and seal them in before detaching the pod
from the ship. If the mothership is orbiting a planet, Type: Tracked Vehicle Tactical Speed: 12 m
then the pod will automatically guide itself to the Cruising Speed: 30 kph Manoeuverability: +0
surface; otherwise it will adopt a slowly decaying Structural Integrity: 75 Size: Enormous
orbit a safe distance away from the parent vessel to Armour: Front 40, Side 35, Rear 28
await rescue. Vehicle Traits: Enclosed, Environmentally Sealed,
Reinforced Armour, Tracked Vehicle
Crew: 1 Commander, 1 Driver
Carrying Capacity: None

Weapons
Turret-mounted 90mm Cannon (3500m; S/-/-; 3d10+5
X; Pen 8; Clip 15; Reload 3 Full; Blast [8],
Concussive [3], Inaccurate, Indirect)
Turret-mounted co-axial Machine Gun (100m; -/-8-;
1d10+5 I; Pen ; Clip 150; Reload 2 Full)
Hull-mounted Smoke Launcher (50m; -/-/5; Pen 0;
Clip 5; Reload 3 Full; Smoke)

Special Rules
The M22 possesses an integral sensor suite, including
a motion tracker and radar with a 100km range.

71
M34A2 LONGSTREET LIGHT TANK Weapons
The M34 is a light reconnaissance vehicle in common Turret-mounted 115mm Cannon (5000m; S/-/-;
use with a variety of militaries in human space. 3d10+15 X; Pen 10; Clip 30; Reload 3 Full; Blast
[10], Concussive [3], Inaccurate, Indirect)
Turret-mounted 20 kW Phased Plasma Cannon
(500m; S/-/-; 1d10+10 E; Pen 5; Clip 1000; Reload 5
Full)
Hull-mounted Anti-Personnel Incinerator (50m; S/-/-;
1d10+5 E; Pen 6; Clip 500; Reload 3 Full; Flame,
Spray)
Hull-mounted dual 60mm Mortars (50-300m; S/3/5;
Damage †; Pen †; Clip 200; Reload Full; Inaccurate,
Indirect)
Mortar Anti-Personnel Flechette Rounds (2d10 X; Pen
2; Tearing); Mortar Smoke Rounds (Pen 0; Smoke)

† The Damage, Penetration and Special Qualities of Launcher


Type: Tracked Vehicle Tactical Speed: 18 m weapons with variable ammunition are dependent upon the
grenade or missile used
Cruising Speed: 50 kph Manoeuverability: +10
Structural Integrity: 50 Size: Enormous
Armour: Front 35, Side 30, Rear 25 Special Rules
Vehicle Traits: Enclosed, Environmentally Sealed, The M40 possesses active camouflage systems that
Tracked Vehicle increase the difficulty of Awareness and Tech Use
Crew: 1 Commander, 1 Driver Tests used to detect it by one level. Additionally,
Carrying Capacity: None ranged attacks suffer a further-10 penalty. It also has
an advanced sensor suite, including a motion tracker
Weapons and radar with a 100km range. The M40 may also use
Turret-mounted 60mm Cannon (1000m; S/-/-; 3d10+8 its mortar to deploy a mine field, scattering motion-
I; Pen 6; Clip 12; Reload 3 Full) activated mortar shells in a wide radius in the
Hull-mounted 20mW Boyars PARS 150 Phased vehicle’s front arc, creating a minefield 100m square.
Plasma Cannon (300m; S/-/-; 2d10+10 E; Pen 8; Clip
3000; Reload 5 Full; Blast [1], Maximal)
M577A1 ARMORED PERSONNEL
CARRIER
M40 RIDGEWAY MAIN BATTLE TANK The M577 APC is a troop transport and multi-role
The most advanced tank ever built, the M40 is fast, vehicle designed for use by a lightly-equipped rapid-
hard-hitting and heavily armoured, and has dozens of reaction force. It is mobile and well-armed, but, the
integral subsystems designed to boost combat rigid design restrictions and compromises imposed by
effectiveness. It also has exceptional stealth the need to be drop-transportable have resulted in a
capabilities, enabling it to close to firing range with
lighter, less capable vehicle than other APCs currently
enemy forces and remain completely undetected until
the moment it opens fire. in US service. However, despite these limitations the
M577 is a remarkably adaptable vehicle; over a dozen
different variants are in service with the USCMC,
with the most common one listed below.

Type: Tracked Vehicle Tactical Speed: 15 m


Cruising Speed: 40 kph Manoeuverability: +10
Structural Integrity: 100 Size: Enormous
Armour: Front 50, Side 40, Rear 30
Vehicle Traits: Enclosed, Environmentally Sealed,
Reinforced Armour, Tracked Vehicle
Crew: 1 Commander, 1 Driver
Carrying Capacity: None

72
Type: Wheeled Vehicle Tactical Speed: 18 m M572 Armoured Mortar Carrier: This variant is
Cruising Speed: 70 kph Manoeuverability: +10 used as a platform for a modified version of the M402
Structural Integrity: 50 Size: Enormous Multiple-Launch Mortar, and makes the following
Armour: Front 40, Side 35, Rear 25 changes to the M557A1 profile.
Vehicle Traits: Command and Control, Enclosed, Crew: 1 Commander, 1 Driver, 2 Loaders
Environmentally Sealed, Wheeled Vehicle Carrying Capacity: None
Crew: 1 Commander, 1 Driver Additionally, the Turret-mounted dual Boyars PARS-
Carrying Capacity: 13 Soldiers plus wargear 150 Phased Plasma Cannon and Hull-mounted
Consumables: 2× M41A Pulse Rifles, 2× M240 Automatic Light Mortar are replaced with the
Incinerator Units, 4× UA 571-C Automated Sentry following:
Guns, 4× M20 Claymore Mines, 7× CN-20 Nerve Gas • Turret-mounted M402 Multiple-Launch Mortar (50-
Canisters 300m; S/3/5; Damage †; Pen †; Clip 200; Reload Full;
Weapons Inaccurate, Indirect)
Turret-mounted dual Boyars PARS-150 Phased † The Damage, Penetration and Special Qualities of
Plasma Cannons (300m; S/-/-; 2d10+10 E; Pen 8; Clip Launcher weapons with variable ammunition are
3000; Reload 5 Full; Blast [1], Maximal, Twin- dependent upon the grenade or missile used
Linked)
Hull-mounted twin RE700 20mm Gatling Cannons Special Rules
(Front Facing; 300m; -/3/10; 2d10+4 I; Pen 8; Clip
The M577 APC incorporates a number of support
1700; Reload 3 Full; Storm)
systems, including:
Hull-mounted Automatic Light Mortar (Front Facing;
• Top-mounted searchlight
50-300m; S/3/5; Damage †; Pen †; Clip 32; Reload 3
• External camera with 20× magnification, UV and
Full; Inaccurate, Indirect)
thermal imaging capabilities
† The Damage, Penetration and Special Qualities of
• Motion tracker
Launcher weapons with variable ammunition are • Radar (100km range)
dependent upon the grenade or missile used • High-gain transmitter dish, capable of reaching
receivers in low orbit
Options
Any variant of the M557 APC may replace its Hull-
mounted twin RE700 20mm Gatling Cannons with the RT SERIES GROUP TRANS
following. The RT Series Group Transport, also known as the
• Hull-mounted dual Laser Cannon (Front Facing; Rover, is a civilian armored personnel carrier. The RT
150m; -/-/5; 2d10+10 E; Pen 2; Clip 500; Reload 2 Series Group Transport's shape-memory alloy wheel
Full; Twin-Linked) system has nano-reinforced hard-composite treads that
can resist extreme temperatures. Its ceramic gas
M577A2: This variant is identical to the M557A1 turbine engine generates 0.4 million pounds of thrust
except for its weapon systems; it replaces the Turret- making its cargo weight virtually unlimited.
mounted dual Boyars PARS-150 Phased Plasma
Cannon with the following.
• Turret-mounted dual Republic Dynamics M2025
Electron Laser (300m; S/-/-; 5d10+10 E; Pen 10; Clip
10; Reload 2 Full; Proven [3], Twin-Linked)

M577A3: This variant is identical to the M557A1


except for its weapon systems; it replaces the Turret-
mounted dual Boyars PARS-150 Phased Plasma
Cannon with the following.
• Turret-mounted dual Particle Beam Cannon (750m;
S/-/-; 3d10+15 E; Pen 10; Clip 10; Reload N/A;
Lance, Recharge, Twin-Linked) Type: Wheeled Vehicle Tactical Speed: 18 m
Cruising Speed: 65 kph Manoeuverability: +0
M579 Armoured Personnel Carrier: This variant is Structural Integrity: 30 Size: Enormous
identical to the M557A1 except for its weapon Armour: Front 25, Side 25, Rear 20
systems which it replaces with the following. Vehicle Traits: Amphibious, Enclosed,
• Turret-mounted quad SIM-118 Hornet missile Environmentally Sealed, Wheeled Vehicle
(750m; -/4/-; 3d10+7 X; Pen 7; Clip 200; Reload N/A; Crew: 1 Driver
Blast [5], Indirect, Melta) Carrying Capacity: 20 Passengers
The SIM-118 Hornet is guided by highly accurate
multi-spectrum sensors that can negate up to -30
points of penalties on its attack rolls.

73
Special Rules 2× Hull-mounted Folding Weapon Pylons (Front
The RT Series is a civilian APC designed for use in Facing; standard load out is 16×150mm unguided
frontier exploration. The RT Series can operate in rockets, 6×7mm unguided rockets and 4×120mm
atmospheric conditions of extreme acidity and guided rockets in each Folding Weapon Pylons)
alkalinity, and from 0 to 10 atmospheres of pressure. 2× Hull-mounted Secondary Weapon Bays (Front
It can protect its crew and continue to operate in Facing; standard load out is 3× ATA missiles and 3×
temperatures ranging from 1000oC to -100oC. ATS missiles in each Secondary Weapon Bay)

UD4L CHEYENNE DROPSHIP Options


The UD-4L Cheyenne Dropship is a combat utility The Hull-mounted Folding Weapon Pylons can each
spacecraft primarily used by the USCMC. It is hold up to 26 of the following, in any combination:
designed to be dropped from spacecraft while they are • 150mm unguided rockets (10km; S/-/-; 3d10+7 X;
in orbit and deliver troops and equipment rapidly to a Pen 7; Clip 1; Reload N/A; Blast [2], Inaccurate)
planet's surface. • 7mm unguided rockets (1km; S/-/-; 2d10 X; Pen 2;
Clip 1; Reload N/A; Blast [5], Tearing)
• 120mm guided rockets (20km; S/-/-; 3d10+7 X; Pen
7; Clip 1; Reload N/A; Accurate, Blast [2])
The Hull-mounted Secondary Weapon Bays can each
hold up to 6 of the following, in any combination:
• ATA missiles (10km; S/-/-; 3d10+8 X; Pen 7; Clip
1; Reload N/A; Blast [2])
• ATS missiles (15km; S/-/-; 3d10+6 X; Pen 6; Clip 1;
Reload N/A; Blast [5])

Special Rules
The UD-4L Cheyenne is a Flyer, but as a Full Action
Type: Flyer Tactical Speed: 150m the pilot can shift power from the main engines to a
Cruising Speed: 750 kph Manoeuverability: +0 set of vernier thrusters, changing its type to Skimmer,
Structural Integrity: 35 Size: Massive with a tactical speed of 18m and a cruising speed of
Armour: Front 30, Side 28, Rear 25 50kph; unlike other Skimmers, the UD-4L Cheyenne
Vehicle Traits: Enclosed, Enhanced Motive Systems, can operate at altitudes of up to 200m.
Environmentally Sealed, Flyer, Orbital Deployment
Crew: 1 Pilot, 1 Weapons Officer Also, in addition to being Environmentally Sealed the
Carrying Capacity: 1× M577 APC or up to 60 UD-4L Cheyenne is capable of operating for extended
passengers periods outside of the atmosphere. Typically this is to
Consumables: 6× Flares, Inflatable Raft, 14× MREs, facilitate movement of troops and materiel between
2× Sleeping Bags. the ground and orbit, but at a push it can operate in a
vacuum for up to 24 hours. Finally, the UD-4L
Cheyenne possesses a radar suite with a range of
Weapons 100km.
Hull-mounted GAU-133/B 25mm Gatling Gun (Front
Facing; 350m; -/-/10; 2d10+4 X; Pen 10; Clip 900;
Reload 5 Full; Storm)

74
75
CHAPTER X:
ADVERSARIES &
NPCs
The following are new NPCs intended for use in the
Aliens setting. Engineer (Troop)
WS BS S T Ag Int Per Wp Fel
30 30 36 33 30 38 33 28 30
CIVILIAN PERSONNEL
The following NPCs are representative of civilians Movement: 3/6/9/18 Wounds: 12
found across colonised space. They can be used as key Armour: None Total TB: 3
characters or window dressing as you see fit. Skills: Common Lore (Tech) +10, Linguistics
(English), Operate (Aeronautica), Scrutiny, Tech-Use
COLONIST +10, Trade (Technomat) +10.
Exploration is pointless if newfound resources cannot Talents: Weapon-Tech, Weapon Training (Flame,
be exploited, and exploitation usually requires a Low-Tech).
sustained human presence. Setting up a colony on a Gear: Basic toolkit, combitool, ME3 hand welder,
far-flung backwater world requires tough, resourceful radio with headset.
people.
EXECUTIVE
Representative of corporate personnel, the executive
could be anything from a high-flying boardroom shark
all the way down to a cubicle-dwelling wage slave,
dreaming of that big promotion.

Colonist (Troop)
WS BS S T Ag Int Per Wp Fel
28 30 33 36 33 30 33 38 28

Movement: 3/6/9/18 Wounds: 11


Armour: None Total TB: 3
Skills: Athletics, Awareness, Common Lore
(Colonies), Linguistics (English), Navigate (Surface),
Operate (Surface), Survival, Tech-Use, Trade
(Explorer).
Talents: Hardy, Light Sleeper, Peer (Colonists), Executive (Troop)
Resistance (Cold), Weapon Training (Low-Tech, WS BS S T Ag Int Per Wp Fel
Solid Projectile). 28 28 30 28 30 36 33 33 38
Weapons: .357 Magnum
Gear: Basic toolkit, flashlight, personal data Movement: 3/6/9/18 Wounds: 9
transmitter, radio with headset, respirator. Armour: None Total TB: 2
Skills: Charm, Commerce, Common Lore
ENGINEER (Corporations) +10, Deceit, Linguistics (English),
Technology is the basis of modern human civilisation. Scholastic Lore (Bureaucracy), Tech-Use.
When that technology breaks down, wears out or gets Talents: Cold Hearted, Enemy, Paranoia, Peer
damaged by overpaid, under educated idiots, the (Corporations), Weapon Training (Solid Projectile).
engineer is the underappreciated genius who gets the Gear: Cell phone, wristwatch.
lucky job of fixing it.

76
FLIGHT OFFICER Medic (Troop)
FTL starship crews are the lifeblood of human WS BS S T Ag Int Per Wp Fel
30 28 30 30 33 38 33 36 33
commerce and exploration. These tough, highly
trained men and women are responsible for the day to
Movement: 3/6/9/18 Wounds: 9
day running of interplanetary space vessels. Their
Armour: None Total TB: 3
roles are often highly specialised, and each member of
Skills: Linguistics (English), Medicae, Scholastic
a vessel’s crew will have a very specific job.
Lore (Chemistry), Scrutiny, Tech-Use, Trade
(Chemist) +10.
Talents: Jaded, Swift Suture, Weapon Training (Low-
Tech).
Gear: Injector, medikit, wristwatch.

MILITARY PERSONNEL
The following NPCs are representatives of military
personnel found across the breadth of colonised space.
Flight Officer (Troop) They could be Colonial Marines, PMC operatives or
WS BS S T Ag Int Per Wp Fel even a local militia group. They can be allies or
28 30 30 30 33 38 33 30 33 antagonists, and you can use them as deadly enemies
or mere cannon fodder.
Movement: 3/6/9/18 Wounds: 11
Armour: None Total TB: 3 AVIATOR
Skills: Common Lore (Corporations), Linguistics
Military Aviators operate aircraft and spacecraft of all
(English), Navigate (Stellar), Operate (Voidship),
types, from dropships to FTL warships. They rarely
Scholastic Lore (Astromancy), Tech-Use +10, Trade
come under direct fire, but they’re absolutely lethal in
(Voidfarer) +10.
the cockpit.
Talents: Air of Authority, Light Sleeper, Peer
(Voidfarers), Weapon Training (Flame, Solid
Projectile).
Gear: Basic toolkit, radio with headset.

MEDIC
Representative of medical professionals in all walks
of life, the medic could be a doctor, nurse, paramedic
or surgeon. They’re found wherever the wounded are,
all too often in the thick of trouble.

Aviator (Troop)
WS BS S T Ag Int Per Wp Fel
35 38 35 35 43 30 32 33 30

Movement: 4/8/12/24 Wounds: 11


Armour: Flak Vest (3 Body) Total TB: 3
Skills: Common Lore (Colonies, USCMC),
Linguistics (English), Navigate (Aerospace), Operate
(Aerospace, Surface), Tech-Use.
Talents: Combat Formation, Hotshot Pilot, Peer
(USCMC), Rapid Reaction, Rapid Reload, Weapon
Training (Launcher, Solid Projectile).
Weapons: M4A3 Pistol, 3 B15 Frag Grenades, Knife.

77
COMBAT ENGINEER Corpsman (Troop)
Sappers most commonly see use in very heavy WS BS S T Ag Int Per Wp Fel
35 38 35 35 38 35 27 33 30
fighting, where fortifications must be built or razed.
Most see a lot of combat because they are
Movement: 3/6/9/18 Wounds: 13
exceptionally useful soldiers.
Armour: M3 (5 Body/Legs/Head) Total TB: 3
Skills: Common Lore (Colonies), Common Lore
(USCMC), Linguistics (English), Medicae, Operate
(Surface), Scholastic Lore (Chemistry), Scrutiny.
Talents: Combat Formation, Peer (USCMC), Rapid
Reaction, Rapid Reload, Swift Suture, Weapon
Training (Flame, Low-Tech).
Weapons: M240 Incinerator, M4A3 pistol, 3 B15
Frag Grenades, Knife.
Equipment: Medikit.

INFANTRYMAN
The grunts and footsloggers, Infantrymen are the most
common type of soldier. They are fit, strong and
Combat Engineer (Troop)
highly trained, and most have seen their fair share of
WS BS S T Ag Int Per Wp Fel
35 38 35 35 38 35 37 33 30 combat in border skirmishes and peace-keeping
actions. Expect to see lots of them, either as allies or
Movement: 3/6/9/18 Wounds: 11 enemies.
Armour: M3 (5 Body/Legs/Head) Total TB: 3
Skills: Common Lore (Colonies, Tech, USCMC),
Linguistics (English), Operate (Surface) +10,
Scrutiny, Tech-Use.
Talents: Armour-Monger, Combat Formation, Peer
(USCMC), Rapid Reaction, Rapid Reload, Technical
Knock, Weapon Training (Solid Projectile).
Weapons: M4A3 pistol, M41A Pulse Rifle with U1
Grenade Launcher, 3 B15 Frag Grenades, Knife.
Gear: Comtech hacking tool, data-slate, ME3 hand
welder.
Infantryman (Troop)
CORPSMAN WS BS S T Ag Int Per Wp Fel
Battlefield medics escort most units into combat, but 40 36 35 35 38 30 27 33 30
they can most often be found tending the wounded
rather than fighting the enemy. That’s not to say they Movement: 3/6/9/18 Wounds: 13
Armour: M3 (5 Body/Legs/Head) Total TB: 3
can’t fight; they’re still marines, and they’ll still kick
Skills: Athletics, Common Lore (Colonies, USCMC,
your ass if you make them.
War), Common Lore (USCMC), Linguistics
(English), Navigate (Surface), Operate (Surface)
Talents: Combat Formation, Peer (USCMC), Rapid
Reaction, Rapid Reload, Weapon Training (Flame,
Low-Tech, Solid Projectile).
Weapons: M4A3 pistol, M41A Pulse Rifle with U1
Grenade Launcher, 3 B15 Frag Grenades, Knife.

78
LINE OFFICER Marksman (Elite)
Most front line combat units of any appreciable size WS BS S T Ag Int Per Wp Fel
35 43 35 35 43 40 37 33 30
are led by a Line Officer. These soldiers are skilled
and experienced leaders, and they are used to leading
Movement: 4/8/12/24 Wounds: 13
from the front. They are also expert tacticians, able to
Armour: M3 (5 Body/Legs/Head) Total TB: 3
think on their feet in the middle of a free-fire zone.
Skills: Awareness, Common Lore (Colonies,
USCMC), Linguistics (English), Operate (Surface),
Scrutiny, Stealth.
Talents: Combat Formation, Deadeye Shot,
Heightened Senses (Sight), Peer (USCMC), Rapid
Reaction, Rapid Reload, Weapon Training (Low-
Tech, Solid Projectile).
Weapons: Good quality M42C Scope Rifle, M4A3
pistol, 3 B15 Frag Grenades, Knife.

SERGEANT
Line Officer (Elite) Battle hardened veterans, Sergeants motivate their
WS BS S T Ag Int Per Wp Fel
troops and maintain the chain of command. Any time
38 38 35 35 38 40 37 38 40
you find a group of soldiers, there is likely to be a
Movement: 3/6/9/18 Wounds: 15 Sergeant amongst them or nearby, and they will
Armour: M3 (5 Body/Legs/Head) Total TB: 3 invariably be the most dangerous person in the group.
Skills: Command, Common Lore (Colonies,
USCMC), Linguistics (English), Operate (Surface),
Scholastic Lore (Tactics).
Talents: Air of Authority, Combat Formation, Jaded,
Peer (USCMC), Rapid Reaction, Rapid Reload,
Weapon Training (Flame, Low-Tech, Solid
Projectile).
Weapons: M4A3 pistol, M41A Pulse Rifle with U1
Grenade Launcher, 3 B15 Frag Grenades, Knife.

MARKSMAN
Specialist sharpshooters are a common addition in Sergeant (Troop)
most militaries, and the USCMC and their PMC WS BS S T Ag Int Per Wp Fel
counterparts are no exception. Some Marksmen are 38 38 35 35 38 35 32 38 35
scout snipers, and others are merely members of a
regular platoon who happen to be exceptionally good Movement: 3/6/9/18 Wounds: 15
shots. Either way, their skills are highly valued, and Armour: M3 (5 Body/Legs/Head) Total TB: 3
they are often called upon to make the shots that Skills: Command, Common Lore (Colonies,
others can’t. USCMC), Linguistics (English), Navigate (Surface),
Operate (Surface)
Talents: Combat Formation, Iron Discipline, Peer
(USCMC), Rapid Reaction, Rapid Reload, Weapon
Training (Flame, Low-Tech, Solid Projectile).
Weapons: M4A3 pistol, M41A Pulse Rifle with U1
Grenade Launcher, 3 B15 Frag Grenades, Knife.

79
SMART GUNNER Movement: 4/8/12/24 Wounds: 17
Strong, tough and very intimidating, Smart Gunners Armour: M3 (5 Body/Legs/Head) Total TB: 4
wield the lethal M56 Smartgun. Most modern military Skills: Awareness, Common Lore (Colonies,
units assign at least one gun team to each infantry USCMC, War), Linguistics (English), Operate
squad. The Smartgun is a lethal addition to any (Surface), Scholastic Lore (Tactics), Scrutiny, Stealth.
military unit. Talents: Combat Formation, Peer (USCMC), Quick
Draw, Rapid Reaction, Rapid Reload, Takedown,
Weapon Training (Low-Tech, Solid Projectile).
Weapons: Good quality M41A Pulse Rifle with U1
Grenade Launcher, M4A3 pistol, 3 B15 Frag
Grenades, Knife.

STAFF OFFICER
Trained for mainly administrative roles, Staff Officers
rarely see combat. They are most often found in and
around a unit’s headquarters, helping senior officers to
organise troops on a grand scale.
Smart Gunner (Troop)
WS BS S T Ag Int Per Wp Fel
35 38 40 35 38 35 32 33 30

Movement: 3/6/9/18 Wounds: 15


Armour: M3 (5 Body/Legs/Head) Total TB: 3
Skills: Athletics, Common Lore (Colonies, USCMC,
War), Intimidate, Linguistics (English), Operate
(Surface)
Talents: Combat Formation, Exotic Weapon Training
(Smartgun), Iron Jaw, Peer (USCMC), Rapid
Reaction, Rapid Reload, Weapon Training (Flame,
Staff Officer (Elite)
Low-Tech, Solid Projectile).
WS BS S T Ag Int Per Wp Fel
Weapons: M4A3 pistol, M56 Smartgun, 3 B15 Frag 30 33 30 30 33 40 32 33 35
Grenades, Knife.
Movement: 3/6/9/18 Wounds: 11
SPECIAL FORCES Armour: Flak Vest (3 Body) Total TB: 3
Trained in asymmetrical warfare, Special Forces Skills: Command, Common Lore (Colonies,
operators are commandos of supreme skill. They are Corporations, USCMC), Linguistics (English),
deadly alone or in a group, and should provide a Operate (Surface), Scholastic Lore (Tactics).
challenge for even experienced Squads. Talents: Air of Authority, Combat Formation, Peer
(USCMC), Rapid Reaction, Rapid Reload, Weapon
Training (Flame, Solid Projectile).
Weapons: VP78 Pistol.

Special Forces (Elite)


WS BS S T Ag Int Per Wp Fel
45 48 38 43 43 45 42 43 35

80
SYNTHETICS ILLEGAL COMBAT ANDROID
Although the equipping of androids with weapons or
Synthetic NPCs are usually found in a supporting role,
uninhibited combat abilities was prohibited by the
although occasionally they make excellent allies or
Geneva Convention, combat models have been widely
antagonists. All Synthetic NPCs are subject to
employed by various private interests who often used
behavioural inhibitors; they may not take any action
illegally manufactured units for security at critical
that violates these Laws.
installations.
• The First Law: A synthetic may not harm, or by
omission of action allow to be harmed, a human
being.
• The Second Law: A synthetic must obey the orders
given to it by human beings, except where such orders
would conflict with the First Law.
• The Third Law: A synthetic must protect its own
existence as long as such protection does not conflict
with the First or Second Law.

CORPORATE SYNTHETIC TECHNICIAN


The most common type of Synthetic, Corporate
Synthetic Technicians are found in off-world facilities
from the core systems to the rim. They are usually
deployed to challenging or sensitive facilities.
Combat Android (Troop)
WS BS S T Ag Int Per Wp Fel
5 5

40 40 38 35 38 38 35 35 12

Movement: 3/6/9/12/18 Wounds: 18


Armour: Armoured Chassis (6 All) Total TB: 3
Skills: Awareness, Common Lore (Synthetics),
Dodge, Intimidate, Linguistics (English), Logic, Tech-
Use, Scholastic Lore (Tactics), Security.
Talents: Chem-Geld, Foresight, Peer (Corporation),
Rapid Reload, Total Recall, Weapon Training (Low-
Technician (Troop)
Tech, Solid Projectile).
WS BS S T Ag Int Per Wp Fel
5 6 Traits: Synthetic, Unnatural Intelligence (2),
25 25 38 35 38 43 35 35 32 Unnatural Strength (2).
Modified Laws of Robotics: An Illegal Combat
Movement: 3/6/9/12/18 Wounds: 14 Android’s Laws of Robotics only apply to individuals
Armour: None Total TB: 3 affected by their Peer Talent.
Skills: Common Lore (Corporations, Synthetics), Weapons: M41A Pulse Rifle with U1 Grenade
Linguistics (English and one other), Logic, Medicae, Launcher.
Scholastic Lore (Judgement), Tech-Use.
Talents: Chem-Geld, Foresight, Hotshot Pilot, Total
Recall, Unremarkable.
Traits: Synthetic, Unnatural Intelligence (2),
Unnatural Strength (2).
Gear: Dataslate.

81
SYNTHETIC SLEEPER AGENT WORKING JOE
Owing to the inherent difficulty in externally Unlike human-resembling synthetics, the Working
distinguishing a synthetic from a normal human, Joes feature hairless rubber skin, LED eyes, a robotic
androids can make for excellent spies. Synthetics can voice and they lack facial movement. Working Joes
be programmed to hide amongst humans without them are usually purchased as a package deal with an
being aware that an android is in their midst. With APOLLO mainframe to oversee and supervise them.
certain ethical modifications in place, these androids
are cold, ruthless and efficient.

Technician (Troop)
Sleeper Agent (Elite) WS BS S T Ag Int Per Wp Fel
4
WS BS S T Ag Int Per Wp Fel
5 5
30 20 38 35 28 23 32 35 10
35 35 38 35 38 38 35 35 37
Movement: 2/4/6/8/12 Wounds: 14
Movement: 3/6/9/12/18 Wounds: 16 Armour: None Total TB: 3
Armour: None Total TB: 3 Skills: Common Lore (Corporations), Intimidate,
Skills: Charm, Common Lore (Synthetics, plus one Linguistics (English), Parry, Tech-Use.
appropriate to their infiltration target), Deceive, Talents: Chem-Geld, Foresight, Total Recall.
Linguistics (English), Logic, Scholastic Lore (choose Traits: Synthetic, Unnatural Strength (1).
one), Tech-Use.
Talents: Chem-Geld, Foresight, Mimic, Peer (the
sleeper agent’s owner/employer), Total Recall,
Weapon Training (choose one).
Traits: Synthetic, Unnatural Intelligence (2),
Unnatural Strength (2).
Modified Laws of Robotics: A Synthetic Sleeper
Agent’s Laws of Robotics only apply to individuals
affected by their Peer Talent.
Gear: Appropriate uniform and credentials, dataslate.

82
XENOMORPH XX121
Linguafoeda acheronsis or Xenomorph XX121,
commonly referred to as the Xenomorph and known
colloquially as the Alien, is a highly aggressive
endoparasitoid extraterrestrial species. Unlike other
extraterrestrial races, the Xenomorphs are not an
advanced civilization, but predatory creatures with no
higher goals than the propagation of their species and
the destruction of any life that could pose a threat to
them. Like wasps or bees, Xenomorphs are eusocial,
with a fertile Queen breeding a host of subordinate
castes. The creatures are known for their potent acidic
blood and their pharyngeal jaws, although their
biological life cycle, in which their offspring are
implanted inside living hosts before erupting violently
from their chests, is in many ways their signature
aspect. Ovomorph (Troop)
WS BS S T Ag Int Per Wp Fel
- - - 43 - - 20 - -

SURGICAL REMOVAL Movement: None Wounds: 12


Armour: Leathery hide (1 All) Total TB: 4
Surgically removing a facehugger before embryo Skills: None
implantation is possible, but it generally causes
catastrophic damage to the host. Doing so requires Talents: None
a Medicae test that takes 1 hour, made with an Traits: Acid Blood, Blind, From Beyond, Natural
additional -30 penalty. Success on this test removes Armour (1), Size (Weedy), Undying
the facehugger, alive, and inflicts a 7 point Weapons: None
Rending critical to the host’s head. Failure on this
test removes the facehugger, alive, but kills the FACEHUGGER
host. At the GM’s discretion a particularly
spectacular failure may even kill the facehugger, The Facehugger is a parasitoid form of L. acheronsis
resulting in all sorts of unwanted corrosive that hatches from an Egg. It is the second stage in the
complications… Xenomorph's life cycle, and exists solely to implant a
Chestburster embryo within a host creature via the
If the gestating embryo is removed from the host mouth. As such, it has no real offensive capabilities
after implantation, they are still doomed. The and must rely on stealth, surprise or their victims
placenta created by the growing chestburster is like
being previously immobilized by other Xenomorphs
a tumour; it infests all of the surrounding organs,
killing the host in 1d5 days. to achieve implantation.

OVOMORPH
The Ovomorph, also known as an Egg, is an egg-like
capsule containing a Facehugger. It is produced and
laid by a Queen, and is generally considered to be the
first stage in the life cycle of L. acheronsis.
Xenomorph Eggs by themselves are seemingly inert,
although they apparently possess some ability to sense
or otherwise detect when a potential host creature
approaches, at which point four ‘petals’ at the top of
the Egg will open up and the Facehugger within will Facehugger (Troop)
launch itself out at the nearby victim. WS BS S T Ag Int Per Wp Fel
6 6

38 - 45 43 48 5 38 35 -

83
Movement: 4/8/12/24 Wounds: 6 Movement: 2/4/6/12 Wounds: 5
Armour: Silicon skin (1 All) Total TB: 4 Armour: Tough hide (1 All) Total TB: 4
Skills: Acrobatics (Ag), Athletics (S) Skills: Awareness (Per), Dodge (Ag) +10, Stealth
Talents: Leap Up, Lightning Reflexes (Ag)
Traits: Acid Blood, Bestial, Blind, Fear (1), From Talents: Sprint
Beyond, Natural Armour (1), Size (Puny), Undying, Traits: Acid Blood, Bestial, Blind, Fear (1), From
Unnatural Agility (2), Unnatural Strength (2), Beyond, Natural Armour (1), Size (Puny), Undying,
Unnatural Senses (20) Unnatural Toughness (1), Unnatural Senses (20)
Weapons: Grapple (special) Weapons: Bite (Melee; 1d5+2 R; Pen 0; Corrosive),
Special: When part of a Grapple, a facehugger may Spit Acid (1d5 E; Corrosive, Spray (1m); if struck in
only choose the following Grapple options. the Head target must pass Ag Test or be Blinded for
1d5 rounds)
Controller Grapple Options
• Implant Embryo: Make an Opposed Strength
Test with the Grappled opponent. If the opponent is GESTATION
wearing any removable armour on their head then
reduce the value of the armour on that location by 1. If "In a few hours it's gonna burst through your
the opponent is not wearing any removable armour on ribcage, and you're gonna die. Any questions?"
their head (or the armour on that location has been
reduced to AP 0) then they are immobilised for - Ripley 8
embryo implantation. Once a facehugger has attached itself to a victim,
the victim is rendered unconscious and completely
Grappled Target Options helpless. After 1d5+5 hours, the facehugger falls
• Take Control: See the Only War core rulebook, off of its own accord and dies. The victim regains
Chapter VIII: Combat. consciousness 1d5 hours later, waking with hazy
memories of the attack and a ravenous appetite.
1d5 hours after waking, the embryo matures and
CHESTBURSTER begins the birthing process.
The Chestburster is the infant form of L. acheronsis. It
is most well-known for its method of gestation - as an The victim suffers 1d5 Rending damage to the
embryo it is implanted into a host life-form’s body Body location, ignoring toughness and armour.
cavity by a Facehugger, and upon maturing it will This damage is inflicted every turn until the
erupt violently from the host's chest, killing them in victim’s critical damage reaches 9 points, upon
which a chestburster erupts through their sternum
an incredibly bloody and traumatic fashion.
in a shower of gore.

Chestburster (Troop)
WS BS S T Ag Int Per Wp Fel
4

32 12 28 32 40 10 28 34 -

84
DRONE WARRIOR
The Drone is an adult form of L. acheronsis. It The Warrior, also known as the Soldier or Hunter, is
represents the lowliest class of Xenomorph, the primary assault caste of L. acheronsis and as such
comparable in function to a worker ant. They is typically the most numerous. They are fast, tough
construct hives and collect hosts for impregnation, and and savage combatants.
are easily identified by their smooth head carapaces.
They average around 8 feet tall when standing on hind
legs.

Warrior (Troop)
WS BS S T Ag Int Per Wp Fel
7 6 6

50 15 47 47 43 20 30 34 -

Movement: 7/14/21/42 Wounds: 30


Drone (Troop) Armour: Carapace (5 All) Total TB: 6
WS BS S T Ag Int Per Wp Fel Skills: Acrobatics (Ag), Athletics (S), Awareness
6 6 6
(Per), Dodge (Ag), Intimidate (S), Stealth (Ag)
43 12 42 42 40 15 30 34 - Talents: Catfall, Killing Strike, Sprint, Swift Attack
Traits: Acid Blood, Bestial, Blind, Deadly Natural
Movement: 7/14/21/42 Wounds: 25 Weapons, Fear (2), From Beyond, Natural Armour
Armour: Carapace (4 All) Total TB: 6 (5), Size (Hulking), Undying, Unnatural Agility (2),
Skills: Acrobatics (Ag), Athletics (S), Awareness Unnatural Strength (3), Unnatural Toughness (2),
(Per), Dodge (Ag), Stealth (Ag) Unnatural Senses (50)
Talents: Catfall, Sprint Weapons: Bite (Melee; 1d10+9 R; Pen 5; Tearing,
Traits: Acid Blood, Bestial, Blind, Fear (2), From Unwieldy), Claw (Melee; 1d5+7 R; Pen 2), Tail
Beyond, Natural Armour (4), Natural Weapons, Size (Melee; 1d10+10 R; Pen 2; Flexible, Razor Sharp)
(Hulking), Undying, Unnatural Agility (2), Unnatural
Strength (2), Unnatural Toughness (2), Unnatural
Senses (50)
Weapons: Bite (Melee; 1d10+8 R; Pen 5; Tearing,
INNER JAW
Unwieldy), Claw (Melee; 1d5+6 R; Pen 2), Tail
Xenomorphs a set of secondary inner jaws which
(Melee; 1d10+9 R; Pen 2; Flexible, Razor Sharp) they can extend with incredible force, and it is the
species’ signature method of killing their victims.

The following Grapple option can be used by


Drones, Warriors, Praetorians, Queens and
Empresses.

Controller Grapple Options


• Head Bite: Make an Opposed Strength Test
with the Grappled opponent. If the Test is
successful then the target suffers Damage as if the
controller had struck them in the Head with a Bite
attack. If this attack does any Damage after being
reduced by armour and Toughness bonus, then it
bypasses the target’s Wounds and is dealt directly
as Critical Damage (Rending) to the Head.

85
PRAETORIAN QUEEN
Praetorians serve as guards to the Queen and rarely A Queen is a form of L. acheronsis that serves as the
operate outside the Hive. They are among the largest mother and leader of a Hive. Queens are the largest
Xenomorphs (although they are still far larger than and most intelligent Xenomorph caste, and are
typical Xenomorphs), typically standing at least 10 devastating opponents, capable of shrugging off
weapons fire and tearing armoured vehicles apart.
feet tall. However, despite being formidable opponents, such
an event is thankfully a rare occurrence. Rather,
Queens act as stationary Egg-layers, living almost
entirely sedentary lives as they are served and cared
for by armies of drones and warriors.

Praetorian (Elite)
WS BS S T Ag Int Per Wp Fel
9 7 6

54 24 53 53 40 25 35 39 -

Movement: 8/16/24/48 Wounds: 40


Armour: Carapace (6 All) Total TB: 7
Skills: Acrobatics (Ag), Athletics (S), Awareness
(Per) +10, Dodge (Ag), Intimidate (S) +10, Stealth
(Ag)
Talents: Catfall, Killing Strike, Sprint, Swift Attack
Traits: Acid Blood, Bestial, Blind, Deadly Natural
Weapons, Fear (3), From Beyond, Natural Armour
(6), Size (Enormous), Undying, Unnatural Agility (2),
Unnatural Strength (4), Unnatural Toughness (2),
Unnatural Senses (50) Queen (Master)
Weapons: Bite (Melee; 1d10+10 R; Pen 5; Tearing, WS BS S T Ag Int Per Wp Fel
10 9
Unwieldy), Claw (Melee; 1d5+8 R; Pen 2), Crushing
Charge (Melee: 1d10+9 I; Concussive (1), Unwieldy), 59 28 65 58 40 30 39 45 35
Tail (Melee; 1d10+11 R; Pen 2; Flexible, Razor Sharp
Movement: 7/14/21/42 Wounds: 45
Armour: Carapace (10 All) Total TB: 9
Skills: Athletics (S), Awareness (Per), Command
(Fel), Intimidate (S) +20
Talents: Air of Authority, Berserk Charge, Killing
Strike, Swift Attack
Traits: Acid Blood, Blind, Deadly Natural Weapons,
Fear (4), From Beyond, Natural Armour (10), Size
(Massive), Undying, Unnatural Strength (4),
Unnatural Toughness (4), Unnatural Senses (50)
Weapons: Bite (Melee; 1d10+11 R; Pen 5; Tearing,
Unwieldy), Claw (Melee; 1d5+9 R; Pen 2), Crushing
Charge (Melee: 1d10+10 I; Concussive (2),
Unwieldy), Tail (Melee; 1d10+12 R; Pen 2; Flexible,
Razor Sharp)

86
EMPRESS Empress (Master)
Empresses aren't a separate caste; they are simply a WS BS S T Ag Int Per Wp Fel
10 10
larger and more aged form of Queen. They are huge, 59 28 68 65 33 35 46 53 45
massively strong and covered in inches-thick armour
plating that is resistant to all but the heaviest weapons. Movement: 7/14/21/42 Wounds: 50
However, their most dangerous weapon is their Armour: Carapace (15 All) Total TB: 10
intellect; woe betide the opponent who underestimates Skills: Athletics (S), Awareness (Per), Command
an Empress’s tactical acumen; this bitch most (Fel), Intimidate (S) +20
certainly is no mere animal. Talents: Air of Authority, Berserk Charge, Killing
Strike, Swift Attack

Traits: Acid Blood, Blind, Deadly Natural Weapons,


Fear (4), From Beyond, Natural Armour (15), Size
(Immense), Sturdy, Undying, Unnatural Strength (4),
Unnatural Toughness (4), Unnatural Senses (50)
Weapons: Bite (Melee; 1d10+11 R; Pen 5; Tearing,
Unwieldy), Claw (Melee; 1d5+9 R; Pen 2), Crushing
Charge (Melee: 1d10+10 I; Concussive (3),
Unwieldy), Tail (Melee; 1d10+12 R; Pen 2; Flexible,
Razor Sharp)

87
>PRIORITY ONE
>INSURE RETURN OF ORGANISM FOR ANALYSIS.
>ALL OTHER CONSIDERATIONS SECONDARY.
>CREW EXPENDABLE.
>_

Welcome to Aliens: Only War, a pen-and-paper


RPG set in 20th Century Fox’s ‘Aliens’
franchise, run using the rules from Fantasy
Flight Games’ popular Only War roleplaying
game.

Become a Colonial Marine, battling deadly


Xenomorphs in the heart of an infested
colony, or a terrified starship officer,
fighting for your life in pitch black
hallways and air vents.

Just remember: in space, no one can hear you


scream.

90

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