Professional Documents
Culture Documents
O F W O R L D S
A N D R E W E . C . G A S K A
l e a d w r i t e r
Andrew E.C. Gaska
g a m e d i r e c t o r
Tomas Härenstam
i l l u s t r a t i o n s
Martin Grip, Gustaf Ekelund
g r a p h i c d e s i g n
Christian Granath
PLA Y TESTERS
Ally Semark, Connor Clarke, Matthew Tyler-Jones, Morgan Semark and Tony Semark
SPECIAL THAN K S TO
Clara Fei-Fei Čarija
i s b n
978-91-89143-05-0
2
I N T R O D U C T I O N
CHARACTERS
This scenario comes with seven pre-generated set. Let the players choose who they want to
characters for the players to choose from—a play. The leftover PCs become NPCs under your
four-person Colonial Marine squad plus a two-per- control, who ride along in the squad’s APC, as
son support team and the field commander backup. If any of the PCs should die during the
Captain Silva. The PCs are stationed at the Fort scenario, you can use these NPCs as replace-
Nebraska space elevator ground base on the ments.
moon Ariarcus when the colony is locked down.
Located on the United Americas/Union of Pro- G E T T I N G S TA R T E D : Place the large map of
gressive Peoples border in the Outer Veil, the the Ariarcus colony from this boxed set in the
colony is about to become a warzone. When the middle of your table, and let your players choose
shit hits the fan, the PCs need to finish their mis- their starting PCs. When they have familiarized
sion and get the hell off-moon. themselves with the character sheets, read the
boxed text entitled “What’s the Story Mother?”
C H A R A C T E R S H E E T S : Filled-in character out loud (page 11). Finally, give each player their
sheets for these PCs can be found in this boxed Personal Agenda for Act I to kick off the action.
PERSONAL AGENDAS
STORY CARDS
Each character has a Personal Agenda for
each of the three Acts of the scenario. These Destroyer of Worlds introduces a new element
Agendas are printed on playing cards includ- to Cinematic scenarios for the ALIEN RPG: Story
ed in this boxed set. At the start of each Act, Cards. A Story Card is similar to a Personal
give each player their new Agenda for the Act Agenda, but is handed out to a player when a
about to start, and tell them not to reveal it to specific event in the scenario triggers it. The
the other players.
player is not allowed to share the information
on the Story Cards with the other players—in-
E VA L U AT I N G A G E N D A S : At the end of
each Act, collect the Agendas from the players stead, the player should act in accordance with
and evaluate them individually. If you feel a the Story Card. At the end of each Act, Story
player has actively advanced their PC’s Agen- Cards are evaluated just like Personal Agendas.
da despite significant personal risk or sacrifice, If you feel a player has introduced the content of
announce this and award them one Story Point their Story Card into the game in a meaningful
(see page 61 of the ALIEN RPG core rulebook
way during the Act, the player gains one Story
or page 35 in the Starter Set rules for more on
Point, in addition to any Story Point gained from
spending Story Points). Don’t reveal the actual
Agendas to the entire group, they should re- following their Personal Agenda.
main hidden until the end of the scenario.
3
D E S T R O Y E R O F W O R L D S
SCENARIO OVERVIEW
As nearby systems fall to an enemy power, the PCs becomes an active warzone. Ordered to return to
assume the role of a ragtag Colonial Marine squad base for immediate evacuation, the PCs head for
assembled on an oil-rich moon about to break out in the now locked down fort—until an unseen entity
rebellion. Their goal: hunt down four fugitives—rogue bombs the colony with a deadly pathogen, killing
marines who are defecting to the Union of Progres- UPP and colonial marine forces alike, and trans-
sive Peoples (UPP) with stolen classified intelligence. forms the moon into a monstrous wasteland.
Operating out of the moon’s military base, the PCs
are sent out into a hotbed of disgruntled wildcat- A C T I I I : The PCs realize they must break into
ters and insurgents. The clock is ticking—the UPP is the sealed military base and use the space eleva-
invading this sector of space and the military will not tor there to leave the poisoned moon. But the fort
evacuate the colony until the threat is neutralized. wasn’t locked down to keep enemies out—it was
to keep the threat inside contained—the base has
A C T I : The PCs soon learn that the fugitives are far been overrun by aliens. Within the fort, the PCs
deadlier than expected. Accidentally impregnated have to make their way through the alien nest,
with alien embryos while on base, the errant marines restore power, set some nukes to blow the colony,
were then injected with an unstable vaccine intended free the locked elevator, and get the hell off-moon.
to kill the parasites. The results were mixed at best. As the PCs climb to orbit, they discover the
While one of them goes into remission, two contin- space station on the other end of the elevator has
ue growing the aliens inside them and the fourth been destroyed—the tether now caught in the
actually starts becoming one herself. The PCs engage wreckage of a massive space battle that had no
the fugitives across the colony, finally confronting the victors. The only way to survive is to gain control
last one at a hidden insurgent compound. of an escape craft floating amongst the orbital
debris field and get the fuck out of dodge before
A C T I I : The UPP invasion begins just as the everything goes nuclear.
PCs achieve their objective. The colony quickly Easy, right?
4
T H E K R U G E R 6 0 S Y S T E M
T H E K R U G E R 6 0
S Y S T E M
Located within the Outer Veil, Kruger 60 and 61 These Oil Wars have created severe border
Cygni are two colonial systems located very close tensions. Stretched too thin, the UAAC and
to the UPP border in an area of UA space called the Colonial Marines maintain an uneasy peace
the Advance. The Advance splinters off the Ameri- throughout the colonies. Tired of severely
can Corridor and juts Spinward into UPP territory. rationed supplies and the mega-corporations’ mis-
The Kruger 60 system has been a key oil treatment of the working class, insurgency groups
supply and military staging post for the Unit- have cropped up in defiance of their local govern-
ed Americas Allied Command (UAAC) and the ments—and the resource poor UPP is poised to
Colonial Marines for years, and has been strate- take advantage of this development.
gically important during the so-called Oil Wars. Recently, the UPP expanded their borders to
The severe petroleum shortage throughout the engulf 61 Cygni, annexing the colony on LV-038 in
colonies has led the United Americas, the Three the process. Allied Command sent a task force to
World Empire, and the Union of Progressive challenge the claim. The nearest system, Kruger
Peoples into a race to secure new sources of 60—and the moon the PCs are on—is feared to be
crude oil. next.
5
D E S T R O Y E R O F W O R L D S
6
T H E K R U G E R 6 0 S Y S T E M
FORT NEBRASKA
The below information is common knowledge to were refitted to carry troops, nuclear weapons
the PCs and all other staff at Fort Nebraska. You and other munitions.
don’t need to tell your players all of this, but if
they ask, feel free to offer the information. G R O U N D F O R T : Conceived to protect the
moon’s oil stores a century ago, the original fort
C O U N T E R W E I G H T S TAT I O N : Orbital Fort and anchored tether were built on the foundation
Nebraska is an aging counterweight station with a of the colony’s defunct and dismantled atmo-
tether connecting it moonside. This fortified weap- spheric processor. Originally a walled fuel tank
ons platform started off as an oil refinery module, compound, the USCMC added surface-to-orbit
but years of modifications have left it a maze of gun emplacements, munitions and vehicle depots,
maintenance crawlspaces, monitoring stations, weapons-testing laboratories, and a man-made
refining pipelines, desalination units, and waste chasm with access to the old processor’s sublev-
tanks. Military ships are re-armed via an extensive els. The colony’s power supply comes from the
crane network designed to pull old magazines and processor’s original reactor core.
replace them with fresh ordinance. Counterweight Beneath the North Bastion of the fort is the
Station is equipped with orbital defense systems, space elevator tether station. The elevator’s
sporting the same laser array systems in use climber car descends along the cable to rest
aboard Conestoga frigates. Normally a full Supply within the chasm with access to the base's sublev-
Battalion is stationed here to handle ordinance and els. The fort is normally staffed with a civil affairs
maintain the refinery module. company, a headquarters and services company, a
weapons company and two rifle companies.
S PA C E E L E VAT O R : A moon-to-space transpor-
tation system, the space elevator consists of a cable R E S T R I C T E D A R E A S : As a military facility,
anchored to the surface that extends to Counter- some areas of Fort Nebraska are restricted to
weight Station in geosynchronous orbit. This design authorized personnel only—this applies to Sub-
permits a three-story climber car to travel along the level 03, where the weapons-testing facilities are
20-meter thick cable in six hours (one Shift). A series housed (page 47).
of flexible pipelines also run up the tether, allowing a
transfer of crude oil directly to the refinery in space. R E M A I N I N G F O R C E S : While Fort Nebraska’s
standard complement is 2,000 marines, there are
C L I M B E R S : The space elevator’s cars were currently only 200 support personnel in orbit and
originally designed to ferry supplies and work about the same moonside. Two fighterwing carrier
crews to and from the surface for loading freight- frigates remain to patrol Kruger 60 while the as-
ers. When the military took over, the climbers sembled fleet heads for LV-038. ■
7
T H E S I T U A T I O N
W H AT T H E H E L L I S G O I N G O N ?
Aware of Weyland-Yutani’s goals to weaponize cases, the strain arrested the development of the
alien species, several high-ranking UA military alien fetus, rendering it inert. Sometimes it had no
personnel have secretly partnered with the effect at all, and sometimes it prompted accelerated
company and initiated unsanctioned work on a mutation in the host, the parasite, or both.
bioweapons program utilizing Xenomorph XX121. As the battle over the Cygni 61 system and
Dubbed Project Life Force, the program has secret LV-038 raged on, the UAAC decided to commit all
facilities both on LV-038 and beneath Fort Ne- available forces to the fight, leaving Ariarcus almost
braska on Ariarcus. undefended. In fact, they decided to cut their losses
Under the leadership of Fort Nebraska’s on the moon and ordered the evacuation of military
Commanding Officer, Colonel Meyers, and a Wey- and civilian assets. Little did they know that an un-
land-Yutani executive called Mallory Eckford, Project identified third force had joined the fray in Cygni 61
Life Force has been going well. They have even and airdropped Chemical Agent A0-3959X.91–15—
progressed to the point of utilizing a rare sam- the black goo—on LV-038. Now, everything there is
ple of the 26 Draconis Strain of Chemical Agent dead. No one on Ariarcus knows the truth of what
A0-3959X.91–15 (see Chariot of the Gods) as a happened, but there are hushed whispers every-
counteragent to Xenomorph implantation. In some where of an incoming UPP invasion force.
8
SCORCHED MOON
PROTOCOL
Colonel Meyers has poisoned the petrol deposits
of Ariarcus with voracious oil-eating bacteria.
Introduced through the pipelines, this bioweap-
on will consume the moon’s oil reserves. As
the bacteria rapidly consumes the oil supply,
“Sometimes to create, one must first destroy.” the pressure exerted on the surrounding rock
lessens—forming unstable voids beneath the col-
— D AV I D 8
ony. Sinkholes, cave-ins, and structural collapses
are all serious concerns.
T H E AW O L S
When the evacuation of Ariarcus was ordered, Meyers is assisted by an experimental Hyper-
Colonel Meyers knew he was in trouble—he dyne EXP1-33 Series Combat Synthetic named
needed to mothball the lab fast and get his spec- Jaell. She is intensely loyal to Meyers and will do
imens off-moon. In the resulting disorder and anything she can to help and protect him. Jaell
chaos there was a containment breach. Four “Sin tried to download her consciousness into Warrant
Eaters”—Spec Ops marines assigned to escort Officer Chaplain (one of the PCs), so as to moni-
Meyers’ deadly cargo, named Wójcik, Carval- tor the manhunt in the field. It didn’t work out so
ho, Wright and Reese—fought off a Xenomorph well, and she remains catatonic in the A.P.O.L.L.O.
outbreak before being taken down themselves by mainframe room. Until the fugitive marines are
Facehuggers. Knowing full well what this would safely back under the Colonel’s control, Ariarcus
lead to, Meyers ordered that the four be inoculat- will remain locked down.
ed with the 26 Draconis Strain and quarantined. Meyers wants any UPP occupation to be a pyr-
But the Strain has a limited success rate, and rhic victory and will destroy the very assets they
the impregnated marines were not ready to covet (see boxed text “Scorched Moon Protocol”).
accept their fate. They soon woke up, broke out, Aside from any Xenobiological specimens he is
and fled the fort. Desperate to save their own lives able to move off-moon and an encrypted data
they first contacted the insurgents, but then went disk detailing the progress of Project Life Force,
their own ways when that didn’t work out (see the he intends to erase all evidence of bioweapon
boxed text “Where the AWOLs Are”). experimentation at Fort Nebraska—including the
Colonel Meyers knows he can’t risk any Xeno AWOLS. Unfortunately, the UPP invasion affords
materials falling into UPP hands, nor can he risk his alien assets a chance to escape and overrun
them getting off-moon, lest they have an inter- the fort, and Meyers himself is facehugged in the
stellar outbreak on their hands. He immediately assault. In desperation, he freezes himself in a
stopped the evacuation and ordered a crack stasis pod hoping to be evaced later…
squad of marines to retrieve the AWOLS.
9
D E S T R O Y E R O F W O R L D S
W E Y L A N D -Y U TA N I
Enter, of course, Weyland-Yutani—in the form of Of course, the local insurgents are tracking
Ms. Mallory Eckford. Eckford wants the AWOLs down the AWOLs as well. Their leader Imre
as well, but wants them alive for their research Botos sees the fugitives as a great opportunity
value—she’s seen the proof that the alien can be to welcome the UPP into Ariarcus with a gift
weaponized. She knows that Meyers will kill them, of vital intelligence. After the shambles of the
and she knows about the squad sent after them. first meeting and the efforts to bring Wójcik
She and her team of Dog Catchers have hacked in, Botos has ordered his people to stake out
into the squad’s PDTs and tactical comms. She the Oblivion bar in case the other AWOLs
knows where they go and what they see, and decide to return there. When the squad of
they will lead her straight to her quarry. Once the marines comes looking for the fugitives, the
AWOLS are hers, she will freeze them and smug- insurgents decide they too just might make a
gle them out with the rest of her W-Y cargo. good offering to the UPP.
W H E R E T H E AW O L S A R E
The AWOLs initially met with insurgent Ivan Stolls the Draconis Strain—the Chestburster within her is
at the Oblivion bar, offering to defect to the UPP inert. She is unaware of this.
with classified bioweapon information and sam-
ples in exchange for medical treatment. Reese C A R VA L H O : Originally, Wójcik and Carvalho left
and Wright didn’t trust Stolls, so they went their together to meet with the insurgents, but in her fe-
separate ways. vered state, Wójcik attacked them instead. Carvalho
was severely beaten, so she took him to San Rocco
R E E S E : Reese stayed the longest, got shit- Medical Facility. The inoculation given to Carvalho on
faced drunk, and then was arrested for disorderly base has left him in a feverish mental state. When the
conduct. He’s in a holding cell at the Marshal’s PCs arrive, Carvalho is an Afflicted Anathema (page
Station—they do not know who they have. The 26 64) under the care of Dr. Litvin, who is hiding the
Draconis Strain did nothing for Reese—when the marine and attempting to remove his Chestburster.
PCs find him, his Chestburster has already burst
and is metamorphosing into a Drone. W Ó J C I K : After leaving San Rocco, Wójcik was
jumped by insurgents and taken prisoner. She is
W R I G H T : Wright left Oblivion with the inten- holed up at the Insurgent Compound, awaiting
tion of heading to the Spaceport, blending in and transfer to the UPP. Wójcik’s body chemistry was
getting off-moon. Then the evacuation was put radically altered by the 26 Draconis Strain—com-
on hold. Encountering Wright is an event that bining her alien parasite and herself into one being.
can take place during Act I at a location of your When the PCs get to her, she’s a Febrile Anathema
choosing (page 52). Wright was actually cured by (page 65) about to turn into a Bodyburster.
10
T H E S I T U A T I O N
11
D E S T R O Y E R O F W O R L D S
I want you to find these defectors for me, at what you do—so get ‘er done. Oh, and
confirm their identities—as well as the one last thing. Deadly force is authorized.
identities of any other fucker they’ve passed Am I clear?
information to—and bring them in. For the I know what you’re thinking, and you
duration, you are Charlie Team. I will coordi- need to forget that shit. These bastards
nate from Fort Nebraska. All communication are not marines any longer. They are trai-
will go through me on a secure channel. We tors, and they are shit-yourself dangerous.
are thin on leads, so start at the Spaceport or Your orders are to bring ‘em in alive, if you
that dive bar, Oblivion—some asshole there’s can. But if they present a clear and present
got to have seen them. Remember there are threat, you goddamn shoot—and you shoot
insurgents out there, too—so stay alert. to kill. I’ll ask again—am I clear?
I see some looks. I know you’ve never I can’t fuckin’ hear you!
worked together before, but I cherry picked Alright. On the ready line, marines—fall
your asses because each of you is the best in and move out!”
12
N O N - P L A Y E R C H A R A C T E R S
MOVING OUT
Each of the four AWOL Marines has a playing card in ammo, which needs to be recorded on their charac-
this boxed set. During the briefing, hand these four ter sheet, or separately if they are keeping reserves
cards to the players. Major Hatfield will not reveal in the APC. One normal reload requires ¼ of an en-
the nature of the stolen intelligence. cumbrance slot while RPG ammo requires ½ a slot.
As the action starts, the PCs are ushered into As the PCs are loading up, Major Hatfield tells them
the Sublevel 1 Staging Area, where a battered M577 they can call in an airstrike or an emergency ex-
APC is being refueled—it’s their ride for the dura- traction, through him, if he authorizes it, of course.
tion of the mission. For more info on the APC and Then they are rolling up the ramp and into the
vehicle rules, see Appendix III and IV at the end of mid-morning gloom, before rolling out through
this book. the gates, leaving the safety of Fort Nebraska
This is the PCs’ last chance to collect gear and behind them… ■
N O N - P L AY E R
C H A R A C T E R S
This motley crew has been assembled to both X E N O M O R P H S : Destroyer of Worlds also
assist and hinder your PCs. For minor NPCs, see features a bevy of beasties both old and new.
the table on page 19. All of the gear listed here is These are all described in Appendix I, starting
described either in the Gear chapter of the ALIEN on page 63.
RPG core rulebook or the Starter Set rules, or in
Appendix III of this book.
13
D E S T R O Y E R O F W O R L D S
T H E AW O L M A R I N E S
When Meyers requested a Spec Ops escort for 26 Draconis was supposed to kill the monster
his little evacuation, Wójcik knew the colonel had growing in Carvalho’s chest—it didn’t. He’s
something to hide—she just didn't expect her accepted that—he’d just rather talk about the
squad to be playing surrogate mother for fuck- fine art of hamburgers. His family owns Car-
ing monsters. She’d read the redacted file on 26 valho’s Cuts—a small cattle ranching and meat
Draconis and knew it was bullshit—even if it killed packing company out of Terraform 3. After
what was growing inside them, it could turn them his tour, he plans to open a burger joint on
into monsters instead. She got them out, tried Anchorpoint Station. Right now, he just wants
to find outside help, and failed—but none of that to cut the fucking thing out of him before he
matters now. Her entire physiology now changing explodes.
beneath her skin, the feverish Amelia is insane
with pain and out of her mind. When the PCs meet STRENGTH 5, AGILITY 4, WITS 3, EMPATHY 2
Wójcik, she is a Stage II Anathema (page 65). HEALTH: 5
SKILLS: Close Combat 2, Comtech 2, Mobility
STRENGTH 4, AGILITY 3, WITS 3, EMPATHY 4 1, Ranged Combat 3, Stamina 2
HEALTH: 4 TALENTS: Overkill, Weapons Specialist (M41A)
14
N O N - P L A Y E R C H A R A C T E R S
15
D E S T R O Y E R O F W O R L D S
other np cs
He’s doing what he does for his country, and An experimental/expendable Hyperdyne EXP1-
that’s somewhat admirable. Bioweapons 33 Series Combat Synthetic, Jaell was sent to
programs under the control of visionaries like Fort Nebraska for field-testing and exceeded all
Colonel Spears and General Vaughn will cata- expectations. Impressed, Colonel Meyers in-
pult the Colonial Marines back to the top of the stalled a kill switch in her and assigned her to the
galactic food chain, and that’s what he wants. base’s A.P.O.L.L.O. mainframe. To monitor prog-
The UPP and the rebels of Ariarcus are merely ress of the hunt for the AWOLS, Jaell covertly
obstacles to be smashed through along the linked to Chaplain and began uploading herself
way. This colony is a lost cause, and he's going to the android’s mind. With the transfer cur-
to use it to cripple his enemies. rently incomplete, she now hides in Chaplain’s
subconscious, playing Mr. Hyde to his Dr. Jekyll.
STRENGTH 3, AGILITY 3, WITS 4, EMPATHY 4 Jaell's body waits in the mainframe room. For
HEALTH: 3 more on this, see relevant event on page 61.
SKILLS: Close Combat 3, Command 5,
Manipulation 5, Mobility 1, Observation 2, STRENGTH 7, AGILITY 7, WITS 5, EMPATHY 2
Ranged Combat 4, Stamina 1
HEALTH: 7
GEAR: Remote handheld kill-switch fob that
SYNTHETIC: Jaell is a synthetic and thus
can deactivate Jaell, lockdown the base, and
follows the rules on page 111 in the core rule-
wipe project files from the mainframe (When
book (page 77 in the Starter Set rules).
found in Act III, Meyers has it concealed,
SKILLS: Close Combat 2, Ranged Combat 2,
taped to his inner thigh—see page 61).
Comtech 4, Observation 2
PERSONAL AGENDA: Erase all traces of Project
TALENTS: Fast Reflexes, Bodyguard
Life Force on Ariarcus and escape with Xeno-
biological material in hand (or chest). GEAR: M4A3 Service Pistol, Major-level key tag
PERSONAL AGENDA: Please Colonel Meyers at
all costs.
16
N O N - P L A Y E R C H A R A C T E R S
AGE: 33 AGE: 34
Imre was honorably discharged from the Of mixed Germanic and Asian descent, Ms.
USCMC and returned to find his home colo- Eckford is far from your typical suit—she has
ny in chaos. A student of military history, he commando training and likes to get things
immediately put his skills to use by organizing done herself. When the AWOLs went missing,
an insurgency movement. Three years later, Eckford reviewed their scans and saw the key
he has recruited many to the cause, staged to weaponizing the alien. While Meyers wants
attacks on checkpoints and oil shipments, the errant marines eliminated, Ms. Eckford
and formed UPP alliances for weapons and wants them contained for study. She suited
supplies. He wears his hair long in defiance of up her Dog Catchers (page 19) and went after
military protocol. Imre isn't a fanatic—he's just them herself. This is her chance to make it big.
a guy fighting for his people. After the black Either she’ll succeed or she’ll be dead. It will be
goo bombings, he’ll seek out an alliance with one of those two things, for sure.
the opposing survivors.
STRENGTH 4, AGILITY 5, WITS 4, EMPATHY 1
STRENGTH 4, AGILITY 4, WITS 3, EMPATHY 3 HEALTH: 4
HEALTH: 4 SKILLS: Close Combat 2, Mobility 2, Observa-
SKILLS: Close Combat 3, Comtech 2, Heavy tion 4, Ranged Combat 4
Machinery 2, Manipulation 3, Mobility 1, TALENT: Take Control
Ranged Combat 3 GEAR: M4A3 Service Pistol, M41AE2 Heavy
GEAR: AK-4047, UPP comm unit, satchel of Pulse Rifle, APE suit, boot knife, Major-level
M40 HEDP grenades key tag, Dog Catcher noose and bulletproof
PERSONAL AGENDA: Liberate his people and specimen case.
get them to safety. PERSONAL AGENDA: Do what it takes to secure
a seat on the W-Y board next to Michael Bishop
himself.
17
D E S T R O Y E R O F W O R L D S
A David 7 synthetic active for over a century, marred by a hole from a stray pulse rifle shot,
taken off his dead master.
Davydovich has served as a teacher, a construc-
GEAR: AK-4047, combat knife, UPP 6B90 Combat
tion worker, a prison guard, and a personal
Armor (Armor Rating 5, Weight 1)
assistant before being repurposed as a war ma-
PERSONAL AGENDA: Prove that androids are far
chine. When his human UPP controllers are killed
superior to humans.
in the Black Bombings, he assumes command
18
N O N - P L A Y E R C H A R A C T E R S
MINOR NPCS
NPC STR AGL WIT EMP HEALTH SKILLS TALENTS GEAR
Fei2 TYPE 2 4 6 6 4 4 Observation 3,
ANDROID Mobility 2, Comtech
3, Stamina 4
DOCTOR 2 3 4 5 2 Mobility 2, Observa- Field Personal Medkit, Surgical
LITVIN tion 3, Medical Aid Surgeon Kit, Flashlight, 4 doses of
4, Manipulation 3, Naproleve, Hypodermic
Stamina 3 Needles in Case
COLONIAL 4 4 3 2 4 Mobility 1, Observa- Folding Knife, Armat
MARSHALS tion 2, Medical Aid 1, Model 37A2 12 Gauge
Close Combat 2, Pump-Action Shotgun,
Manipulation 1, M4A3 Pistol, Handcuffs,
Ranged Combat 3 Flashlight
ARIARCUS 5 3 3 3 5 Stamina 2, Close Geology Testing Kit, Ropes
COLONIST Combat 1, Survival 3, and Climbing Equipment,
Heavy Machinery 3, Flashlight, Multi-Tool,
Comtech 1 Sample Containers
LUKE, 4 3 2 5 4 Close Combat 3, Twelve doses of recre-
POSTULATE Manipulation 4, ational drugs, two doses of
Observation 2, X-Stims
Ranged Combat 1
WEYLAND- 4 5 4 1 4 Close Combat 3, APE suit, M41 Pulse Rifle,
YUTANI DOG Ranged Combat 4, Catch Pole and Contain-
CATCHERS Observation 2, ment Gear, Hunting Knife,
Mobility 1 Portable Medkit, Flash-
light, Tie-Wraps,
Binoculars
ARIARCUS 5 3 3 3 5 Stamina 2, Close M4A3 Service Pistol or
INSURGENT Combat 1, Survival 3, AK-4047
Heavy Machinery 2,
Comtech 1, Ranged
Combat 1
UPP SOLDIER 5 4 3 2 5 Close Combat 2, 6B90 Combat Armor,
Stamina 2, Ranged Pistol, Flashlight, AK-4047,
Combat 3, Mobility 4 Grenades, Combat Knife
2, Survival 1
USCMC 5 5 2 2 5 Close Combat 3, M4 Personnel Armor, M41
RIFLEMAN Ranged Combat 3, Pulse Rifle, MA4E Pistol,
Stamina 1, Mobility Flashlight, Personal
3, Survival 3 Medkit, 4 Grenades,
Combat Knife
David-7 7 7 4 2 7 Close Combat 3,
COMBAT Ranged Combat 3,
MODEL UPP Mobility 2, Comtech
ANDROID 1, Observation 1
ANDROID FLAW - SUBSTANDARD COMPONENTS: The UPP uses lower grade materials, meaning any critical injury
on this model of synthetic always triggers two rolls on the CRITICAL INJURIES ON SYNTHETICS CHART on page 111 of the
ALIEN RPG core rulebook (page 77 in the Starter Set rules).
19
D E S T R O Y E R O F W O R L D S
M O O N S I D E
L O C A T I O N S
DON’T BLOW UP
Radiating out from the central fort, the Ariarcus colo- THE PLACE
ny sprawls over 16 kilometers. Split into four districts, Ariarcus is an oil town. As such, many
the settlement is composed of prefab-buildings aboveground pipelines zigzag their
and cargo containers that have been stacked, fitted way through the colony. They are
together, and refinished into living accommodations. 1–2-meter diameter pipes that col-
Most of the buildings are freestanding structures with
lect the crude oil from the wells and
streets running between them.
convey it through the colony to the
Everything looks dirty, industrial, and lived-in.
Service buildings and corridors have floor-grat- tanks in the Fort. If PCs intentionally
ing, running pipes, and exposed machinery, while shoot at the pipes, roll a D6. On a
the medical facility, marshal station, and bar have the pipe explodes, triggering a Blast
soft-paneled plating and white surfaces. Ceilings are Power 6 explosion. On a , there’s
three meters high and all doors open mechanically
a pop and a hiss as dried gray flakes
with an electronic keypad entry. The same aesthet-
eject from the rupture, sparkling as
ics are followed within the fort.
they quickly settle over everyone in
M A P S : You’ll find an overview of Ariarcus on the SHORT range. The dust is the byprod-
back of the big map in this boxed set. Show the uct of the Oil-Eater bacteria (page
players this map at the start of the scenario. De- 81). Even if the PCs don’t intentionally
tailed maps of the locations listed here are also shoot at the pipes, you can let a stray
included in the set—show the players these maps
bullet hit one to spice things up.
when they arrive at the location in question.
DISTRICT SOUTH
Sometimes called Downtown, District South includes the spaceport, bar, and residences.
CO LO N Y S PAC E P O R T
Protected by a five-meter storm wall to the south, largest pad. The control tower’s storm shutters are
the colony’s spaceport lies on the edge of Dis- closed, but a warm light glows from Hangar 01.
trict South. Security forces mill about the front There are people inside—lots of them. In Act II, the
gate. While the skies are empty above, a mas- spaceport belongs to the UPP. By Act III, anyone
sive Conestoga-class ship sits on the spaceport’s left here is dead.
20
M O O N S I D E L O C A T I O N S
ARIARCUS
u n ited a m e ricas colony
ARIARCUS COLONY
WELLS
IN
OIL 2
REFINERY
O I L F I E L D S WELLS 7
KS
PJAC
PUM
KS
PJAC
3 7
PUM
7 5
IN AW 2
4
THE INSURGENT
COMPOUND
D I S T R I C T N O R T H
3
7
2 SAN ROCCO
6
FORT MEDICAL FACILITY
NEBRASKA
5 IN AW
D I S T R I C T 3
D I S T R I C T
W E S T E A S T
WILDCATTER
PARK MARSHAL IN AW
STATION
6
D O W N T O W N
1
6 D I S T R I C T S O U T H
IN
OBLIVION
BAR
PAD
S P A C E P O R T
E PAD
5 A
IN
PAD
D
PAD
PAD
C
1 KM
IN INSURGENTS
AW AWOLS
21
D E S T R O Y E R O F W O R L D S
SPACEPORT
5
MA
TA GATE MA
PERIMETER FENCE
MA
E
NC
FE
R AM
PAD
TE GH
IM
E
E PAD
MO
NY
5 PE
R A MA TH
E
MA
MA
MA
MA MA
IN
MA MA
MA MA
MA
RO 02
AP AD AP AR
NG LL
HA WA
PAD M
OR
D CO
NT
R OL ST
PAD R
01 WE
TO
B HA
NG
AR
CONTROL TOWER
PAD
C
LL
ST WA
OR R M
M
WA STO
LL
OPERATIONS
MA MARINES
TA TANK
L
A
D
D
E
AP APC
R
LIFT
she were allowed to leave. obscuring their features. Eight marines led by a
Sergeant maintain order with an APC and M56
L A N D I N G PA D S B - E : Designed for smaller Smartguns. If the PCs wade through the crowds
craft, these pads are empty—save for a refueling in Act I to search for the AWOLs, roll or choose
station on B platform. If someone tries to use the events from the table on the next page. In Act II,
hose, the nozzle spits silt—tank’s dry (See Oil-Eat- the colonists here are prisoners of the UPP. By Act
er Bacteria, page 81). III, they're dead.
22
M O O N S I D E L O C A T I O N S
HANGAR INCIDENTS
D6 ENCOUNTER INCIDENT DISCOVERY
1–2 Information A colonist named Connor wants Claims he saw the AWOLs arguing last
cash or a guaranteed seat out of night at Oblivion.
here in exchange for info.
3–4 Terrorist An insurgent named Michael Michael’s plan is to cripple the
begins to sweat profusely when Monygham. If killed or cornered, he’ll
questioned. He’s wearing an trigger a Blast Power 15 explosion. He can
explosive belt attached to a be talked down with a MANIPULATION roll.
deadman’s switch.
5–6 Angry Mob Crowd gets ugly, and the NPC marines react in kind. See the table below.
ANGRY MOB
D6 JUST HOW ANGRY ARE THEY? D6 WHAT ARE THE NPC MARINES GOING TO DO ABOUT IT?
1–3 Shout! Colonists hurl slurs, 1 Threaten to shoot everyone. If rerolled, light ‘em
threats, snowballs and rations. up.
Unchecked, this escalates to Riot 2–3 Vigilant. Remain in control.
or Stampede in one Turn.
4 Riot! Rage filled colonists attack 4–5 Crowd control! Deploy riot containment tactics.
each other and everyone else.
5–6 Stampede! Colonists storm the 6 Mow ‘em down! Start shooting Smartguns into the
Monygham. They search trampled crowd.
marines for weapons and board-
ing access cards.
C O N T R O L T O W E R : This three-story tall con- mainframe (page 43). Info can then be routed
trol tower stands between two starship hangars. to the ancient Holotab here. During Act I, the
T LIFT: The personnel lift runs from the ground to tower’s instruments register limited movement
the control room. The tower door opens direct- in the system (two Conestogas on patrol and
ly into the lift. a Bison freighter loading at counterweight
T SPACEPORT OPERATIONS: With a ground stop in station). During Act II, a UPP fleet with fight-
effect, the center has its blast shutters closed. ers and dropships will enter the system and
There are terminals here for communications, engage with marine forces. In Act III, there's
weather, and flight control. The weather station nothing but static.
tracks the inbound blizzard. As flight infor- T LADDER AND HATCH: This leads to the roof and
mation is routed through Fort Nebraska, an the sensor and antenna equipment. The colony
enterprising PC could try accessing the fort’s homing beacon and comm array is there.
23
D E S T R O Y E R O F W O R L D S
DOWNTOWN
These buildings have second story establishments one of those who asked). She has a hidden boot
with stairs and decks. Garages and storage are knife. In her jacket is a bottle of X-stim pills, a
underneath at ground level. flask of whiskey, and a pack of Imperials.
T THE DISGRUNTLED DANCER: A friendly and at-
E Y E O F O B L I V I O N : A large blue neon wink- tractive albino woman named Bobbie dances
ing-eye with a red crescent moon at its center at the head of the bar. If shown an image of the
marks the entrance of the colony’s only open bar. AWOLs she turns cranky, saying they were here
In Act II, Oblivion now services UPP troops and around 2 am last night and didn’t leave a tip.
loyalists, but is otherwise unchanged. By Act III it That’s all she has to offer.
is abandoned. T THE TABLES: There are a dozen scattered
Inside, the bass rumbles. Smoke stings the throughout the establishment. While most pa-
PCs’ nostrils and the alternating crimson and trons are just concerned colonists, two of them
azure strobes burn haloed ghosts on their retinas. are insurgents named Petre and Mika. Mika will
Silhouetted dancers sway rhythmically on the slip out to contact Botos (offering the event
bar stage. While the rest of the colony is a ghost “Ambush” on page 54) but can be spotted
town, Oblivion is packed with local and migrant leaving suspiciously with an OBSERVATION roll.
revelers celebrating the end of this world. Petre is an X-Stim addict with a Rexim RXF-M5
T THE SNAKE: The bar is curved like an S. Like all EVA pistol. If questioned, he will try to bluff his
the tables here, the bar has a lit surface that way out, but if cornered he’ll take a hostage.
doubles as a stage. Nine dancers, four of which T THE OFFICE: A small room behind the bar, the
are male, are spread across the stage and pri- dingy office has a large desk and two chairs for
vate tables here. visitors. Rotating security camera feeds cover-
T CROWD: As the marines move through the
THE ing all areas of Oblivion can be viewed on the
dense crowd, patrons will shy away or quickly three monitors built into the desk here. In the
hide their illicit substances—some will try to wall behind the desk is an encrypted lock safe
slip out unnoticed. If any of them are ques- that requires a hard (–2) COMTECH roll to open—
tioned, they will either be belligerent or aloof. or Fei2’s access code. Inside is $500,000 in
If a situation becomes tense, the manager Fei2 W-Y, $200,000 in UPP bills, and a $2,000,000
(see the boxed text) will step in. W-Y cache of illicit drugs including X-Stims.
T EDIE: The drunk migrant captain of the 3WE T SECURITY CAMERAS: Footage from the previ-
freighter HMS Magpie, Edie’s stuck here while ous night shows the four marines meeting
her ship awaits repairs (see Hangar 02 on page with someone and gives the PCs grainy
22). She is angry as the repair team and sup- pictures of the defectors’ contact. Running
plies she needs to get off the ground are stuck a check against all known colonists and
in orbit thanks to the suspension of traffic. If making an OBSERVATION roll will identify him
the PCs are sympathetic, Edie will say that she as suspected insurgent Ivan Stolls. If the PCs
and her crew have had lots of requests to get check back with the Marshal Station, they
people off-world, and it’s a good payday she’s discover the deputies have already picked
missing (if Wright is at the spaceport she will be Stolls up for questioning.
24
M O O N S I D E L O C A T I O N S
EYE OF OBLIVION
ENTRANCE
REST- REST-
ROOM ROOM
CLOAK
ROOM
R
BA
BA
R
R
BA
1 X1 M E T E R S
STORES
OFFICE
STAFF STORES
RESTROOM REAR
ALLEYWAY
ARTIFICIAL MANAGEMENT
The Eye of Oblivion’s manager is a for- left before the Marshals arrived to arrest
mer Venture Type Fei Two pleasure model him.
25
D E S T R O Y E R O F W O R L D S
DISTRICT EAST
A good neighborhood, the docs and the cops can be found here.
M A R S H A L S TAT I O N
This Office of the Colonial Marshals Station is power surges throughout the night. Checking the
understaffed with only a dozen deputies. Marshal comms, computers, or cameras and making a COM-
Manning Hyams, 61, is in charge. For thirty years TECH roll can reveal the information in the table on
he has told himself he’d stay on Ariarcus for just page 28.
one more rotation.
In Act II and III, the Station is destroyed, but I N T E R R O G AT I O N R O O M : Deputy Mike
a search of the rubble (taking a Turn) will reveal Dodd is questioning suspected insurgent Ivan
Reese’s chestbursted body, the remains of a Stolls here. Ivan complains that he’s got severe
Drone’s cocoon sack, and two dead UPP soldiers, heartburn and is constantly touching his chest
with acid burns on their bodies and terrible head and asking for water (this is to make the players
wounds. paranoid that he’s got a Chestburster inside him.
He does not). With a successful MANIPULATION roll,
R E C E P T I O N : The frazzled receptionist Olga is Stolls will reveal that Sergeant Wójcik was picked
inundated with reports of looting, violence, and up by the insurgents. She’s offering the UPP more
monster sightings. These last she hasn’t logged as than just stolen intelligence—she and her marines
they are clearly ridiculous, but if pressed she will smuggled bioweapon samples out with them as
remember that one came in from District South well. He does not know where the insurgents took
somewhere, and the other was at Wildcatter Park. her, but with a second MANIPULATION roll he will re-
Olga will let the PCs into the Bullpen to meet veal that they were planning on handing her over
Marshal Hyams. to the UPP at the Old Refinery.
26
M O O N S I D E L O C A T I O N S
C E L L 0 4 : Anyone in the jail cell (examining Reese) T H E D O O R : Any panicked characters near
can pull the door shut and lock themselves inside— the exit can jump out and close the door be-
offering them temporary protection from the Drone, hind them, trapping anyone still in the jail with
which will ram its head against the bars each Round the beast. If locked in, it’s not long before the
until they bend enough for it to squeeze through. Roll Drone is beating the door down to escape. If
for each attack with eight Base Dice. Every will the Drone breaks out of the jail, it will seek the
inflict one point of damage, and the bars will give way nearest window, sewer, or exit and escape into
after suffering ten points of damage. Each attack will the night.
also give STRESS LEVEL +1 for each PC inside the cell.
MARSHAL STATION
OU
TS
ID
E
1X 1 ME T E R S ST
AI
RS
EN
TR
AN
CE
RE
CE
PT
IO
N
R
KE
LOC
S
PON
WEA
S
RD
CO
RE
1 2 3
RESTROOM
BULLPEN HOLDING
CAMERA AREA
4
CO
MM
S
HOLDING
AREA
6
ST
OR
AG
E
N
IO
AT
ROG
R M
TE ROO
IN
G
IN
EW
VI OOM
R
27
D E S T R O Y E R O F W O R L D S
COMMS, COMPUTERS,
AND CAMERAS
JAIL One of the dead feeds is internal. RECHARGE
CAM Deputies confirm it’s the Holding S TAT I O N S
Area but they've only got one oc-
cupant in there—a drunk (page 26). A bank of nine public ATVs (page 85) are
INFRARED There’s a new heat source com- plugged in here and clamped down. Any mili-
SENSOR ing from the Old Oil Refinery. The tary key tag will release one.
Refinery has been shut down for
decades.
COMM T San Rocco has reported no
CHATTER deaths or new patients since
this afternoon. In fact, they
have stopped reporting alto-
SAN ROCCO
gether. M E D I C A L FAC I L I T Y
T A storm front is mounting with A small hospital, San Rocco currently has
a blizzard on its way.
one doctor, an intern, and a medtech on
T There’s an incident at the duty. Two Emergency Medical Teams are out
Spaceport, where a person
on calls. In Act II, San Rocco has been hit
climbed the fence to get in,
by an airstrike and the Lobby and Recovery
and caused a ruckus that has
blocks are shattered. The Examination bay
breached the fence. Local ma-
is intact but there is no power (read more
rines are repairing the breach
below). In Act III, the facility harbors eight
whilst trying to round up those
Freak Anathemas (page 65).
who got inside.
T The PCs identify a pattern to MEDTECH STATION: The front desk is va-
the background clicking sounds
cant, the comms beeping angrily. Frazzled
on some channels—it’s an
intern Duncan is down the corridor and will
encrypted UPP code. A sec-
notice the marines. If asked about AWOLs,
ond COMTECH roll decrypts it:
he vaguely remembers seeing someone re-
“Awaiting package delivery.”
sembling Wójcik and Carvalho check in this
The signal comes from the
morning. There’s no names or rooms listed,
north in the vicinity of the Oil
but the place is pretty empty so there are
Fields and Old Refinery.
only a few rooms to check. Doctor Litvin was
COLONY T There are only two people the attending physician this morning, so he
RECORDS in Marshal custody at the might know something. He’s in Examination
moment—Ivan Stolls (see In- Bay 04. Also, there are five bodies in the
terrogation Room on page 26) morgue.
and a John Doe (see Bullpen on
page 26). RECOVERY 01: Only one of two beds here is
T Imre Botos is a former marine occupied, by an elderly patient in a coma. A
and suspected insurgency machine helps her breath and monitors her
leader. He was honorably vitals.
discharged, came home to
Ariarcus three years ago, and
promptly disappeared.
28
M O O N S I D E L O C A T I O N S
DETAIL OF EXAMINATION/
SURGICAL BAY 04
R E C O V E R Y
RESTROOMS
1 X1 MEDICAL
M E TE RS STORES
COMPUTER/
SHOWERS 1X1 SUPPLY CABINETS
SEALED
METERS
DOOR
AUTO-
DOC
07 08
VIEWING GLASS
VIEWING ROOM
EXAMINATION
STORAGE
STORAGE
TABLE
04
05 06
03 04
STORAGE
STORAGE
01 02
CORRIDOR TO RECOVERY
E X A M I N A T I O N /
S U R G I C A L B AY
VIEWPORT TO OUTSIDE
ENTRANCE
MEDICAL
STORES
STORAGE
STORAGE
STORAGE
01 02
L O B B Y
03 04
COLD STORAGE
M O R G U E
29
D E S T R O Y E R O F W O R L D S
R E C O V E R Y 0 2 : The PCs are greeted by the bay can be seen through the viewing glass wall.
steady tone of a flatline—punctuated by a feral A sedated man in a hospital gown lies in the
scream. There are two patients—Rene with a Autodoc—Private First Class Carvalho. Doctor
drug problem (overdose—he’s the flatline), and Litvin is examining him.
Fernando with a gunshot wound—along with a When Litvin sees the PCs, he will warn them
panicking medtech in here. The tech is calling away—he’s trying to save the man. If it comes
for the doctor but getting no response (Doc’s to it, he will pick up Carvalho’s pulse rifle and
about to go into surgery with Carvalho and has threaten them, but it’s an empty threat, he will
disconnected his comm). The PCs can resusci- be obviously terrified and shaking, and he won’t
tate the patient with a hard (–2) MEDICAL AID roll. use the rifle. It’s better to get him to talk—he’s
Fernando will tense up when the PCs enter got a lot to say. The PCs can talk him down with
the room. He’s an insurgent who was wounded a MANIPULATION roll. See the boxed text “Doctor’s
in a checkpoint raid but managed to escape, Prognosis” on page 31.
and he thinks the marines are here for him. He While the PCs get busy talking to the doctor,
will try to keep his cool, but if pushed he will the feverish marine will wake up in the Aut-
rip out his IV and grab the tech as a hostage. If odoc and start muttering and mumbling about
subdued or negotiated with (MANIPULATION roll), how he’ll never get to the refinery, it’s all too
Fernando will reveal that they picked up one of late, he doesn’t want to die, not like this. At an
the AWOLs and are holding her in the Insurgent appropriate moment he will become hysterical
Compound until the UPP comes for her. and lock himself in the Bay. Carvalho has lost
his mind and will try to cut open his chest and
R E C O V E R Y 0 3 – 0 8 : Each of these rooms has literally pull the Chestburster out, killing himself
two beds, but all are vacant. in the process (page 72). Regardless of what
he does, it will burst out of his chest on its own
M E D I C A L S T O R E S : Any reasonable drug, within one Turn (whenever you feel it is dramati-
stim or medkit can be found here. The door is cally appropriate).
code locked and must be bypassed with a COM-
TECH roll. T ACT II: If the PCs come here in Act II, the place
is dark and deserted, except for Surgical Bay
M O R G U E : A somber room with pull-out body 04. The door cannot be opened without power.
drawers, the morgue has five occupants. Three In the dim light through the viewing glass they
died of natural causes and two are covered in glit- see Carvalho’s chestbursted body and poor Dr
tering silt—killed in a pumpjack accident. Cause of Litvin ovomorphing in the corner, but it takes
death: silt asphyxiation. an OBSERVATION roll to spot the Drone Xenom-
orph curled up under the table. If they miss it,
E X A M I N AT I O N / S U R G I C A L B AY S : San it becomes ACTIVE and will stalk them. If they
Rocco has four such bays. Each has a comput- see it, it will attack the toughened glass to
er and an examination table that slides into an get to them (Armor Rating 2, Health 5). Draw
Autodoc. Only Bay 04 is active. The door here initiative.
is locked, but what’s going on inside the sterile
30
M O O N S I D E L O C A T I O N S
DOCTOR’S PROGNOSIS
If the PCs get Doctor Litvin to talk, he can is man and the other is monster. Inside
confirm that both Wójcik and the severely Wójcik, the thing’s biology is superseding
beaten Carvalho checked in last night—but hers, turning her into the monster. And
Wójcik disappeared after her blood tests based on the scan of the venom sacks
were taken. When Litvin scanned the mon- developing where her tonsils should be,
ster growing in the remaining man’s chest, her bite will likely create more of its kind.
the feverish Carvalho begged him to re- Wójcik—and anymore like her—have got to
move it without informing the base. Litvin be found.
agreed, but could see no way to remove Litvin wants to use the cryosleep cham-
the damn thing without killing the host. bers on the Monygham to freeze Carvalho.
As he dove deeper, Wójcik’s scans Any such requests made to base support
and blood work came in—squirming with will be denied as the squad is reminded
unidentified microorganisms that evolved that everything is “need to know.” If the
and changed at an alarming rate. Carval- PCs push for use of the Monygham, the
ho’s blood had elevated white blood cells, ship will explode on her landing pad. Insur-
but was otherwise fine. The alien thing gents will be blamed but it will be Meyers’
inside the marine has a vastly different doing.
biology than his—in layman's terms, one
DISTRICT NORTH
In addition to a scattering of mostly abandoned older households, District North also contains oil fields
and the old refinery.
OIL FIELDS
This barren stretch of snow-covered land is on page 20. In Act II, the UPP has claimed
home to huge fracking rigs, ten seesaw pump- the fields and protected the area with 24 UPP
jacks, three massive mobile drilling rigs and troops, six Ox vehicles, and three Krokodil
over 60 wells. If the PCs investigate the area, Dropships (page 86). By Act III, the area is
see the boxed text “Don’t Blow Up the Place” deserted.
31
D E S T R O Y E R O F W O R L D S
OLD REFINERY
Closed down since the turn of the century, this way out of the situation. One has a coded comm
ground facility has massive spherical crude oil unit in his jacket that crackles to life just when he
tanks, corroded gas treatment units, a cracking doesn't want it to. The PCs can use it to isolate
unit, waste storage, and more. The central com- the UPP frequency, listen in on communications,
plex is an industrial wasteland, with pipes and and trace signals back to the insurgency base—
pillars, fallen-down walls and rusted barrels and the Insurgent Compound. Four AK-4047 rifles
waste hoppers. The office is a hollow shell. These lean against the wall.
are the only locations of note here. If the insurgents hear the PCs coming, they
will be suspicious and take up positions in cover.
O F F I C E : Someone has started some barrel fires If this becomes a shootout, the last man stand-
to make some heat and light here. There are three ing will try to escape, but if cornered, they might
insurgents and two UPP soldiers, wearing civilian strike a deal (roll MANIPULATION). In exchange for
clothing to hide their armor (page 19) here, pass- immunity and transport off-moon, he’ll reveal that
ing around a bottle of vodka to ward off the cold. Wójcik’s being kept at the Compound and was
The UPP soldiers were sent here before the inva- supposed to be handed off to the UPP here.
sion force to pick up Wójcik and they are waiting Once the PCs learn of the insurgent com-
for the AWOLs to be delivered. All five are initially pound, move to the event “Location Acquired”
PASSIVE in relation to the PCs but are on edge in (page 54).
case the Colonial Marines find them. If the PCs try
to sneak up on them, move into Stealth Mode. D I S T I L L AT I O N T O W E R : At the base of the
If the PCs are successful, they can surprise tower is a case of ten M5 RPG Launchers—appar-
the insurgents and UPP, who will try to bluff their ently stolen from the fort.
OLD REFINERY
5X 5 ME TE RS
BROKEN DOWN WALL
DISTILLATION
TOWER BROKEN DOWN
PILLARS
GAS TREATMENT PIPES
OFFICE
DESTROYED HOPPERS
DISTILLATION
TOWER
WASTE HOPPERS
32
M O O N S I D E L O C A T I O N S
DISTRICT WEST
Most of the businesses and residences here are closed and boarded up.
W I L D C AT T E R THE INSURGENT
C A R PA R K COMPOUND
There are 13 Daihotai 8X8s (page 85) The former estate of one of the more well-to-do
on this lot with berths for another colonists, this walled home is located in an active
17. They're covered with snow tarps, residential area and is well fortified. Windows have
lashed down for the storm, and can be metal shutters pulled over them, and the doors are
hotwired (HEAVY MACHINERY roll). reinforced and heavy (Armor Rating 6 and can take 8
points of damage before giving way).
as their leader. The insurgents always meet ed. Three ATVs sit behind the shack near the closed
at the Eye of Oblivion bar. Any broken front gate—tracks indicate that they arrived not long
ago.
insurgent will know the location of Botos’
Compound, but it takes another MANIPULA-
T H E H O U S E : The two-story house has an open
TION roll for them to reveal it. studio below and several smaller rooms above. The
The Insurgent Compound’s location can be front door access port needs to be bypassed to get
learned by following leads from the Marshal in, requiring an easy (+1) COMTECH roll, or a breaching
Station and the Old Refinery. If any PCs are charge (page 84).
captured, they’ll be taken there. If they are Wójcik is here, and she is an ACTIVE Stage II
Anathema (page 65) that will soon transform into a
still having trouble, Major Hatfield can al-
Bodyburster Xenomorph (page 80). The sounds of the
ways receive a tip from a patrol—suspicious
assault have enraged her, and she has been attacking
activity and reports of gunfire coming from the insurgents within the house. As the PCs assault the
a residential compound in District West. house, they will hear gunfire and terrified screams—as
One way or another, the players will get Wójcik tears her victims apart.
themselves there. While the PCs are downstairs, they will hear a
struggle upstairs, punctuated by occasional gun shots,
screams and wails. Suddenly, the body of an insurgent
is flung down the stairs, triggering a Panic Roll for each
PC. They cannot see what threw the man, but he is
dead, his head dangling at an odd angle.
33
D E S T R O Y E R O F W O R L D S
ASSAULTING THE
RAPPEL CHART
COMPOUND
D6 EFFECT
Once the PCs have their orders to assault the Com-
1 Plummet The PC suffers critical
pound, allow them to tactically decide how they wish
injury #41 (broken leg).
to assault it. Major Hatfield tells them he can make a
2–4 Rough The PC suffers critical in-
Cheyenne dropship available for the assault, to allow
landing jury #14 (sprained ankle).
the PCs to rappel into the attack. If they use the drop- See page 100 in the core
ship, the Cheyenne will hover about 30 meters over rulebook (page 66 in the
their chosen drop zone, lower her ramp, and deploy Starter Set rules).
lines for the marines to rappel down. Two ACTIVE insur- 5–6 Tangled After landing, the PC
gents equipped with M5 RPG Launchers will emerge must make another MO-
BILITY roll (slow action) to
mid-deployment and take aim at the dropship. Each
free themselves from the
PC must make an easy (+1) MOBILITY roll to make the
lines. Multiple attempts
descent without incident (slow action, and a fast action
are allowed.
to detach the line). Failure means the PC must roll D6
on the table to the right. For rules on vehicle combat,
see page 87.
BO BOTOS
WO
BO WÓJCIK
SKYLIGHT INSURGENT
IN
WO
BO
LANDING AK
M5
IN
AK
WITH M5RPGS
IN INSURGENT
WO
BO
AK
WITH AK-4047S
GUEST MARINE
1 X1 ALCOVE
BEDROOM DROPZONE
M ET ER S
MASTER TRANSMITTER
WO
BEDROOM
S E C O N D F L O O R R O O F
2X2 M E T E R S
IN
M5 IN FRONT
AK
GATE
FOYER
IN
STORAGE
M5
IN
AK
HOUSE
IN
AK
GUARD
IN
AK
SHACK
IN
INNER YARD
IN AK
AK
BATHROOM GATE IN
AK
CRAWLSPACE
BO
UNDER HOUSE
IN IN
AK AK
IN
AK
KITCHENETTE
STUDIO C O M P O U N D
G R O U N D F L O O R
34
M O O N S I D E L O C A T I O N S
T FOYER: Three broken bodies lie crumpled here, falls through the high-set window (the room
their ribs crushed. Bullet holes decorate the is DARK). Only a broken chair and loose ropes
wall. The door to the studio is ajar and sounds stand out at the room’s center. A steady hum
of furniture being overturned can be heard. permeates the air, emanating from a darkened
IN
T STUDIO: The door is ajar. This windowless room is alcove in the far corner.
WO
BO
AK an open living space with a table and a cushioned By the alcove in the far corner, six bloody
booth. Inside this room are four AK-4047 armed corpses with their necks snapped lie piled like
BO insurgents busy knocking over the table and pull- a nest. Curled up in the pile is a ghost of a
ing up a section of the flooring beneath it. They woman—it’s Sergeant Wójcik. 26 Draconis has
are concentrating on escape but are watching the not been kind to her—veins like spiderwebs
door, terrified that Wójcik might stumble upon crawl across her slick, sweaty skin. Wójcik
them. Amongst them is Imre Botos, and the floor shakily stumbles to her feet, staring at the PCs
hatch leads to a crawl space that stretches to the like she’s ready to devour them. Her crazed
yard on the far side of the house. The insurgents eyes reflect the weak planet-light. “I need
will cover Botos as he attempts to retreat into the some relief,” her voice shudders.
crawl space. Shortly thereafter, a loud thumping Wójcik will use her ENTHRALLING GAZE
and screams can be heard upstairs—they might ability to try to slip past the PCs. If attacked,
want to see what’s up there. she launches into close combat with the PCs,
IN
T UPSTAIRS HALL AND ROOF: There are two doors transforming when you feel it is appropriate. If
WO
BO
AK and a ladder leading up to a skylight here. Wójcik is seriously wounded, her Bodyburst-
There is an insurgent guard on the roof, who er transformation is immediately triggered,
may have seen Wójcik on the rampage. If so, negating any damage. When she makes the
he is distraught and terrified. change, read aloud the boxed text below.
T GUEST BEDROOM: The door here is broken T ALCOVE: A demolished military grade portable
down. The bed is overturned, the dresser computer and a UPP comm unit (the source of
smashed. On the nightstand is a pack of Impe- the dull hum) occupy this little room. After the
rials, four M40 HEDP grenades, and $74 UPP. PCs have faced the Bodyburster, the enemy
T MASTER BEDROOM: Something damaged the comm will squawk to life, “Operation is go—
WO
BO
door frame here as well. Only faint planet-light find cover.” Act II then begins.
THE BODYBURSTER
Wójcik shrieks and rips out tufts of her own past any limit, her dermis finally rends, revealing
hair—no, it's not just hair—she’s peeled her scalp a smooth cylindrical-skulled beast wearing a
away with it. Her skull bubbles out the back morbid mask of the woman’s face.
of her head, elongating as something wet and How this behemoth fit inside her is beyond
black inside her splinters her jaws and spits her comprehension. The Wójcik-thing sloughs off
teeth at you. Her body is next—bones buckle her flesh suit. Her nose slides down her now
and dislocate under impossibly elastic skin, rear- sable skull. Mad eyes tumble from ebon sockets
ranging themselves into something hideous. to roll across the floor. In their place is nothing-
Wójcik’s screams shift from madness to ness—two Stygian voids where eyes should be,
monstrous. With a wet pop, her spinal cord dis- set in a metal-mouthed skull-face attached to a
tends and spills down her leg like a bony-black long, curved head. No longer human, the mon-
tail. Fluted tubes erupt from her back. Stretched ster that was Wójcik can only be called alien.
35
D E S T R O Y E R O F W O R L D S
You’ll find a general overview of Fort Nebraska on reactor, restart it, and then reboot the mainframe
page 7. Below, the specific areas of the fort are de- so that they can convince A.P.O.L.L.O. to assist in
scribed. The ground base is described as it appears their escape. If so inclined, A.P.O.L.L.O. can open
in Act III, after the UPP attack and the black goo and close doors as requested and release the
bombing of the colony (page 57). If needed before clamps on the climber car. Alternatively, the PCs
then, you will have to wing it. Restricted areas (Sub- can remove the clamps themselves (page 49) or
level 03) are inaccessible to the PCs at that time. just gun the climber’s engine and hope for the
In Act II, there's pandemonium within the fort best—but regardless power needs to be up and
as the aliens wreak havoc. By Act III, Nebraska running. Along the way, they might want to stop
is on containment protocol lockdown, every- in the ammo depot and set some nukes to wipe
thing is DARK, and the reactor is dead. Only the the overrun colony off the moon.
A.P.O.L.L.O. mainframe and Sublevel 03 still run
on battery reserves and have minimal lighting. M A P S : You’ll find floor plans of all areas of
Once inside, the PCs are in for a world of hurt. The Fort Nebraska except Sublevel 03 on the back
Fort’s been completely overrun by Xenomorphs, of the big colony map in this boxed set. Show
including the docked climber. the players this map once they arrive at the Fort
The climber’s cargo bay, docked at Sublevel in Act III. In this section of the book, you’ll find
03, is the center of the nest—and is also the PCs’ GM versions of the maps with additional infor-
only chance to escape Ariarcus. Make sure the mation. The map of Sublevel 03 is on a separate
players understand this. sheet and should not be shown to the players
In order to climb, the space elevator needs until they come here or access the floorplan from
power. The PCs will need to make their way to the A.P.O.L.L.O. or an NPC.
36
M O O N S I D E L O C A T I O N S
BREAKING IN ACCESSING
Tips from NPCs, analysis of the base, or good old PC SUBLEVEL 03
ingenuity could suggest the following viable meth-
In order to reach the climber car and
ods of breaking into Fort Nebraska. Just be sure to
escape off-world, the PCs will need to
reward player ingenuity—if the PCs come up with a
pass through the restricted Sublevel 03
crazy stunt to get on base that’s not covered here,
(see page 49 for details). Under normal
give them a chance to make it so. Don’t force the
circumstances, the space elevator does
players to make lots of dice rolls to enter—if they
not stop here—it is only there now be-
come up with a decent plan, let it work.
cause of the evacuation.
Initially, the PCs are aware of Sublev-
I N S U R G E N T TA C T I C S : Ram the front gate with
el 03—they just believe it’s a restricted
an armored vehicle packed with explosives.
weapons testing facility and are un-
aware of any bioweapon research there.
T E C H N O M A G I C : Just let the PCs try to override
They also know (and the players can see
the gate—if the sentry guns don’t get them first.
on the main Fort Nebraska map) that
Doing so is nigh impossible, requiring a formidable
Sublevel 03 can be accessed through
(–3) COMTECH roll.
the Workforce Lift on Sublevel 02, as
P I P E L I N E : The oil’s turned to silt, making it pos- well as the Restricted Lift on North Bas-
sible to travel inside the pipeline. The PCs can crawl tion Level 02.
down the pipe and enter the fuel tanks inside the During the scenario, AWOLs Wright
complex. They just better wear some breathing gear and or Carvalho will tell the PCs about
(see Silt Exposure on page 82). Project Life Force and it’s work on Sub-
level 03, as eventually will Ms. Eckford.
H E AV Y M E TA L H AV O C : There are two possible Additionally, Chaplain knows about it
tanks to commandeer—one out on patrol (page 56) as Jaell does—and he could inform the
and another at the Spaceport (page 22). PCs of Project Lifeforce and its location
when he is not controlled by her. If the
PCs access the A.P.O.L.L.O. mainframe,
they can find the information there, as
well as the floorplan of Sublevel 03.
If they are with the PCs, Ms. Eckford,
KEY TAGS Colonel Meyers, and even Jaell will
A Fort Nebraska marine’s plastic dog tags are coded for want to get to Sublevel 03 to retrieve
entry to areas befitting their clearance level. On lockdown, samples. They will say anything to get
no outer doors can be opened, nor can automated outer there—from promising the PCs a lot of
cash, drugs, and a better career path
defenses be shut down. Unless A.P.O.L.L.O. is persuaded to
to claiming there are innocent people
unlock the base, only key tags belonging to marines rank-
trapped down there (there are not). The
ing major or above will open the internal doors. Only five PCs can also find their way to Sublevel
qualifying officers were on base when things went to hell. 03 via the service tunnels which run
Without the key tags, each door must be cut open. A Turn throughout the base (use the table on
of effort and an easy (+1) HEAVY MACHINERY roll using a torch page 39) or through the event "Acid is
gets it done. But don’t forget NPCs. Ms. Eckford, if she’s Your Friend" on page 61.
still alive, has a Major-level dog tag and a need for allies,
and if they find Major Hatfield’s body, he will have one too.
37
D E S T R O Y E R O F W O R L D S
TERMINAL ATROCITY
The PCs will likely look for one of the many back online and can be convinced to
terminals on base to find out more about the release the Containment Protocol, only
key cards ranked Major or above will open
fort’s condition. While information is limited,
doors. Otherwise each one will need to be
any PC accessing the base’s computers from
bypassed.
within and making a COMTECH roll will discov-
T The reactor is shut down. Neither the
er the following: climber car nor A.P.O.L.L.O. can be activat-
T Containment Protocol was implemented ed unless it is reset and restarted.
because of a bioweapons outbreak on T The climber car is docked at Sublevels 02
Sublevel 03. The base also suffered some and 03 and has security clamps in place—
kind of radiation leak. it isn't going anywhere unless they are
T A.P.O.L.L.O. is on standby and all doors physically removed, or A.P.O.L.L.O. can be
are locked. Unless A.P.O.L.L.O. is brought convinced to unlock them.
P E R I M E T E R WA L L
The wall is a 15-meter-tall slanted concrete scarp G AT E : This four-meter-high ramp-style metal
that surrounds the base with shielded sentry guns door is also sentry gun protected. The gate has
(page 125 in the core rulebook or page 89 in the Armor Rating 12 and needs 20 points of damage
Starter Set rules) positioned every 30 meters atop to be broken down. However, weapons with a
the outer wall. They have overlapping fields of base Damage rating of 3 or less cannot damage
fire. Illustrate the danger by having the occasional the gate at all.
Freak Anathema stumble into the defensive pe-
rimeter. The sentry guns will chew the bastard to S A L LY P O R T : This double-laned 60-meter
ribbons and then go quiet until their next target long paved corridor leads to the yard. As the PCs
appears. traverse this area, they get the distinct feeling
The field of fire is three zones deep but starts they're being stalked.
one zone out from the wall, meaning that brave
PCs can make a mad rush across. While in the S E A L E D S U B L E V E L R A M P : Situated di-
field of fire, a PC will be exposed to one attack rectly at the end of the Sally Port but before the
per Round. A better alternative might be to use guardhouse, this ramp would normally lower into
an armored vehicle for the approach. The system the ground to allow access to and from the motor
doesn’t recognize transponder codes. Finally, if pool tunnel on Sublevel 01. It has no snow on it—
the PCs want to try to take out a shielded sentry anyone standing on it will feel warm and anyone
gun, they will need to inflict 10 points of damage touching it will burn themselves. The PCs might
with a weapon with a base Damage rating of 3 or suspect the tunnel is on fire. Nothing reasonable
more. is going to crack this sealed door.
38
M O O N S I D E L O C A T I O N S
THE GROUNDS
Barren and desolate, the grounds are littered with levels from enemy attack, trapping the climber car
twisted, frozen bodies and wreckage. Black smoke below. They're currently locked and nigh impenetra-
billows from impact craters everywhere. From ble. Unlike the ramp door, however, they aren’t hot to
here PCs can see that the entire West Wing and the touch. With power restored they can be opened
Southwest Bastion have collapsed. All is quiet. from the Motor Pool, Operations, or Climber Control.
There are three intact ATVs overturned here.
S U R FA C E S T O R A G E TA N K S : These six mas-
E A S T E R N G U N E M P L A C E M E N T S : Each sive spherical oil tanks are dry and about a third
of these automated, massive surface-to-space full of sparkling carbon silt. PCs entering through
rail cannons is controlled from Operations in the the pipeline will fall into it. There’s a ladder within
North Bastion. the tank that PCs can use to climb to the egress
hatch above. Moving through the vast amounts of
R E T R A C TA B L E C A N YO N D O O R S : These silt in the tanks requires a hard (–2) MOBILITY roll.
large fan doors spread over and seal the base’s sub- Also, see page 82 for the effects of the silt.
39
D E S T R O Y E R O F W O R L D S
FO R NEBRASKA
FORT T NEBRASKA
a m m u n i tion dep ot and
w e a p o n s testing
BARRACKS ARMORY fac i l i ty
PE
RI
OBSERVATION MEDLAB ME
TE
R
A.P.O.L.L.O. WA
LADDER LL
CHECKPOINT
ACCESS N O R T H
L
WORKSHOP/ WA
L
B A S T I O N
ENGINEERING TER
ME
RI
PE
W
GIN
S T
I
DOORS TO SLV 01
WEST
N
W E
EA
ARM ST
G
ORY
MAC
EASTERN GUN
HIN
EMPLACEMENT 1
OO
MS
GUARDHOUSE
TO SLV 02
(REACTOR)
S
ND O
SUBLEVEL
AB
OU T
POWER
S
GR IT
RAMP
DL
REGULATOR
EX
ME
ROOM
SALLY PORT
POWER
FORT NEBRASKA
STATION
S O U T H W E S T
am m un ition de p ot and
LL
B A S T I O N PERI
METE
R WA weap on s testing facilit
GATE
100 M E T E R S
40
M O O N S I D E L O C A T I O N S
NORTH BASTION
OBSERVATION
CHECKPOINT
COMMISSARY TO LV 02
NORTH
ELEVATOR
OF
FI
CE
S
MAINFRAME E
AG
OR
ST
ARMORY
LADDER
ACCESS ARMORY UP
OF
FI
CE
S
MEDKIT
RE
S
OM
ST
RO
RO
ST
OM
5X 5 ME TE R S
RE
S
ST
OF
OR
FI
TO LV 02
AG
UP
CE
E
S
LEVEL
WEST WING TO LV 02 EAST WING
LOBBY TO LV 01 LOBBY
AND SLV 01
01
WEST LOBBY
EAST LOBBY
TO LV 02 TO LV 02
AND SLV 01 AND SLV 01
ENTRANCE ENTRANCE
41
a mmun ition d ep ot an d
weap o n s testin g facility
D E S T R O Y E R O F W O R L D S
NORTH BASTION
AIRLOCK
OBSERVATION
TO LV 01
CHECKPOINT
S OF
ELEVATOR CE FI
FI CE
OF A.P.O.L.L.O S
MAINFRAME
MAINFRAME
LADDER WAR
OPERATIONS ROOM
ACCESS
DOWN
5X 5 ME TE RS RES
OMS
TRO
TRO
COL
OMS
RES
. O
OFF
FF
TO LV 01
DOWN
ICE
ICE
S
GANTRY
LEVEL
WAI EA
AR
RESTRICTED.
TIN
TO LV 01
02
DIRECT TO
SLV 03
G
42
M O O N S I D E L O C A T I O N S
A . P. O . L . L . O . M A I N F R A M E : Both of the T JAELL: A dark form stands out amidst the warm
mainframe’s entrances are sealed. This large walls and sea of fading server lights—a dimin-
pentagonal chamber has eight access terminals. utive wide-eyed woman sits at the third access
The system is running on battery reserve and is terminal, catatonic. This is Jaell (page 16) on
asleep. While some information can be accessed standby. Chaplain will not be immediately aware
remotely, only limited commands can be achieved that she is responsible for his personality disor-
until power is restored to the mainframe. Only by der. Examining her reveals a jack sticking in her
initializing the reactor on Sublevel 02 and then arm, syncing her to the mainframe. This is a good
rebooting the mainframe here (takes one Turn time to run the “Under the Influence” event.
once power is back on) can the PCs get the base Only disconnection will revive Jaell, requiring a
operational. If power is restored, the PCs will find COMTECH roll. Once Jaell is revived, she tries to
the base’s files have been partially erased—but ingratiate herself with the PCs and offers to help
that there are repeated references to Project Life them. Jaell knows everything (see “What Hap-
Force. They can use A.P.O.L.L.O. (and/or Jaell) to pened to the Base?” on page 36) and can tell the
open doors, unlock climber clamps, retract the PCs what Project Life Force is. Jaell will do her
canyon bay doors, or anything else they need best to protect Meyers and covertly kill anyone
done (COMTECH roll). They can also find the floor- not impregnated with Xenomorph embryos to
plan of Sublevel 03. achieve her goal.
BASE SUBLEVEL 01
Much of this level is charred by fire, or still burn- near the ammo depot. While accessible through
ing. HAZMAT suits are recommended. For fire the motor pool, the tunnel is impassable near the
rules, see page 108 in the core rulebook (page 74 climber car.
in the Starter Set rules).
M O T O R P O O L : Most of this area is still engulfed
T H E T U N N E L : The ground-level sealed ramp in Intensity 6 fire. Two functional M40E Ridgeway
door connects to this two-lane tunnel, that gives heavy tanks (page 85) rest in Bays 08 and 09.
access to the Staging Area as well as transporting Reckless use of them will get the PCs buried in
ordinance and vehicles to and from the climber rubble.
car station. A portion of the tunnel actually ramps
down through Level 02 (in order to bypass the D I S PAT C H O F F I C E , L O A D I N G D O C K
hangar bays), without any egress points on that 01, SUBHANGARS, EQUIPMENT SHEDS,
level, then angles back up to connect with the F U E L I N G S TAT I O N S , PA R T S S T O R A G E
climber at Sublevel 1. The tunnel is now filled with B AY S : All destroyed and charred by fire. The
smoke and Intensity 9 fire. Radiation goes from climber car cannot be accessed from the loading
Weak to Strong (one Rad per Turn) as the PCs dock here, as it is caved in.
43
D E S T R O Y E R O F W O R L D S
S TA G I N G : Fire smolders in this cavernous bay— munitions bay. If power is restored, a crane
all surfaces are hot and charred. A resupply ship on ceiling tracks can retrieve missiles from
crashed and burned here before lockdown sealed Sublevel 02 and place them on a loading plat-
the overhead egress. There are two P5000 Power form. The catwalk is the only way to reach the
Loaders (can be salvaged with a Turn of work and crane’s control room.
a HEAVY MACHINERY roll) and the useless wrecks of
three Cheyenne dropships here. F U E L S T O R A G E : These are filled with silt.
Treat them the same as the surface tanks on
A R M I N G S TAT I O N : This open area over- page 39.
looks the Ammo Depot below, exposing it to
ASKA Strong radiation. A catwalk stretches over the L I F T S : See the obstacle chart on page 39.
t and
g facility
BASE SUBLEVEL
AIRLOCK
SUB-
ELEVATOR SPACE
ELEVATOR
LEVEL
SHAFT
WORKSHOP/
ENGINEERING
LOADING
DOCK 01 01
MEDKIT
TO
LV 01
TO SLV 02 TO LV TO LV
A
01 AND 01 AND
5X 5 ME TE RS SLV 02 SLV 02
TUNNEL
TO LV TO LV
y
STAGING
01 AND 01 AND
SLV 02 SLV 02 SUB
SLOPES
SUB HANGAR 02
HANGAR 01
AREA
SU
BL
UNDER
E EV
N EL
LI
PE VE
HI
PI
PE
PI CL LI
E
V EL BA
NE
E YS
BL 10
SU
9
STAGING
FU AT
ST
S T
EL IO
ED EN
IN N
SH PM
G
8
UI
7
EQ
6
5
YS
DISPATCH OFFICE 4
BA
ARMING
3
FUEL
E
TO STATION STORAGE
CL
RE TO 2
HI
AC
SLV 02 MOTOR
VE
TO
R OPEN TO 1
FUEL AMMO DEPOT
POOL
TUNNEL
STORAGE LEVEL 02
FUEL
TO SLV 02
STORAGE
PARTS STORAGE BAYS
TO SURFACE
SALLYPORT
44
M O O N S I D E L O C A T I O N S
BASE SUBLEVEL 02
This level is flooded with Strong radiation L O A D I N G D O C K 0 2 : This area is partially
(unless otherwise noted) and is coated with caved-in. The climber personnel airlock is stopped
Xenomorph resin. HAZMAT suits are recom- here (see Climber Level B), but it is inaccessible
mended. due to the cave in.
BASE SUBLEVEL
AIRLOCK
SPACE
ELEVATOR ELEVATOR
SHAFT
CHECKPOINT SUB-
WORKSHOP/
LEVEL LOADING
DOCK 02
ENGINEERING
02
TO SLV 01 TO SLV 01 TO SLV 01
RADIOACTIVE
AREA
BLAST
ARMORY TO SLV 01 DOOR
DECON
LADDER
K
01
L
A
TUNNEL
W
ACCESS BLAST
01 PASS
R
E
W
W
DOOR
WE ORK
O
P
AP FO
MEDKIT TO ONS RCE
FROM SU
SL LI /
ES THRO
V F
03 T
TO SLV 01
A 5X 5 ME TE R S
BLEVEL
-
E
UGH
T
N E
I C
S A AN S
LOOP M N
I
T
NG P
LI
ty CO
O
AMMO
DEPOT
R M
O O
T O
C R
A
E Y
R A MUNITIONS
L
E
R
OPEN TO
OPEN LADDER LEVEL 01
WELL TO SOUTH TO
WEST BASTION SLV 01
TO SLV 01
FUSION
TOWER
NUCLEAR
REACTOR STORAGE
COOLING LOOPS
45
D E S T R O Y E R O F W O R L D S
46
M O O N S I D E L O C A T I O N S
SUBLEVEL 03
This restricted level is radiation-free and home to hole in his chest—his ribs bent outwards as if he
the alien research center. If power is restored and exploded from inside.
A.P.O.L.L.O. is rebooted, a successful COMTECH roll T OVERHEAD PHARMACEUTICAL CABINETS: Medkits
allows the PCs to talk the computer into opening and any drug the PCs might want can be found
the level up. Otherwise, only torches, explosives, in some quantity here (GM’s discretion).
or a tank will do it.
QUARANTINE LAB AND SURGICAL
C H E C K P O I N T, F I R I N G R A N G E S , W E A P - S U I T E : The harsh strobe of emergency light-
O N L A B S : These rooms have been torched and ing flickers here. A Pauling Medpod takes center
their computers vandalized. stage in this decagonal chamber, flanked on each
side by medical monitoring stations. An array
H A Z M AT P R E P : An airlock style changing of surgical instruments lay scattered across the
room, the Lift from North Bastion Level 02 goes floor. There's one closet, but the other walls of
directly here. There are four remaining HAZMAT the room appear to be glass doors. This room has
suits accessible. seven stalls, each with a cot, sink, toilet, and thick
plexiglass door/wall. The door has a waist height
A L I E N C O N TA I N M E N T S TA G I N G : This tray slot and a pair of computer-controlled robot
deep storage area’s door is open. The walls are arms used to administer drugs.
one-meter thick steel-reinforced concrete. Most T STALLS 01–02: Both are smashed open from the
of this section has been cleared out. inside out.
T COLD STORAGE 001–003: These warehouse-sized T STALLS 03–04: These blackened stalls each
rooms are vacant. Mechanical scratch marks on contain the disintegrated remains of a ma-
the floor indicate heavy equipment was moved rine—Warrant Officer Billy Edison in one, and
out fast. Viveca Diaz in the other. Only their dog tags
T COLD STORAGE 004: An abandoned Power Load- and shredded clothing remain. Opening the
er stands near the door, its back to the entrance. chamber releases the black accelerant unless
This room is filled with rows of human-sized cold sterilization protocols are initiated first.
storage stasis tubes. While most of them ap- T STALLS 05–07: These are empty.
pear to be empty, a soft blue fluorescence and a T MEDICAL MONITORING STATIONS: The Medpod is
whispered bubbling both emanate from the back programmed to surgically remove Chestburst-
of the room. The third aisle has twelve occupied ers (MEDICAL AID roll, failure kills the patient)
chambers. Each one holds a suspended and PAS- if power is restored. Sitting on one of the
SIVE Soldier Xenomorph immersed in a viscous, computer stations is a zip sleeve of full but
glowing blue fluid—just waiting for an excuse to unmarked syringes. Anyone examining them
wake up. If someone is stupid enough to shoot without medical skills will believe they are
at one of the tubes, it will shatter and the now stimulants. The PCs don’t know it, but these
ACTIVE Xeno inside will rise one round later. Draw needles contain the 26B Draconis Strain—a
Initiative. weaponized version of the Draconis Strain
derived from Wójcik’s blood (this is where the
S U B L E V E L M E D L A B : Relatively unscathed, fugitive marines were originally inoculated be-
this room contains four Autodocs with matching fore they went AWOL). If a PC is injected, they
diagnostic computers. A single examination table will become a Bodyburster and burst in one
holds a strapped down corpse, gagged, with a Shift (page 80).
47
D E S T R O Y E R O F W O R L D S
BASE SUBLEVEL
AIRLOCK
CHECKPOINT
A B
LOADING
DOCK 03
MEDLAB
DIRECT
TO LV 02 C
ARMORY
SU
B QUARANTINE
ME LE
WEAPONS DL VE LAB
MEDKIT AB L
TESTING LABS
A 5X 5 ME TE RS
CO
NG
LD
W AGI
WE ORK
ST
AP FO ST
OR
TO ONS RCE NT
AG
y E SL LI / ME
E
G V F N
AN AI
CO
03 T
04
R NT
LD
ING CO
ST
IR
OR
F
AG
E
CO
03
LD
RANGE
ST
OR
AG
E
CO
OR
FIRING
02
CT
SUB-
LD
A
RE
ST
OR
TO
LEVEL
AG
E
01
03
48
M O O N S I D E L O C A T I O N S
CLIMBER CAR
CLIMBER CAR
EVA SUIT WORKSHOP/
AIRLOCK
STORAGE ENGINEERING
In Act III, there's a single climber with its ELEVATOR OBSERVATION MEDKIT
A C O N T R O L
C L A M P S : The climber is locked in place by
four giant clamps beneath the car controlled
by a central junction box. Accessed through SX OV
MACHINERY
MACHINERY
GALLEY
CLIMBER
CLIMBER
junction box can be hacked to release all four
WX
WX
QX
JUNCTION
OV A
WX OV
OFFICERS´
WALL BUNKS
OFFICERS'
LOUNGE
OV
BRIEFING
OV
OV
OV WX
A I R LO C K E N T R A N C E O N L E V E L B : A C C A R G O
fused personnel airlock is located here. It can-
not be accessed without compromising the
climber’s hull. Entry must be from the cargo SUPERVISOR CATWALK
SX PLATFORM
doors below.
OV
WX WX WX
RETRACTABLE
STAIRWAY
WX
WX
QX
CATW
OV
WX
OV
ALK
25 in each. CARGO OV WX
SX BAY OV
AIR-
LOCK C
49
D E S T R O Y E R O F W O R L D S
A I R LO C K E N T R A N C E O N L E V-
E L C : The outer hatch is open, with the
control panel just inside the airlock. The
inner door is ajar with less than one-meter
clearance. Successful STEALTH rolls get
the PCs into the airlock, and HEAVY MACHIN-
ERY seals the outer hatch.
50
M O O N S I D E L O C A T I O N S
GOING UP
The air here is fetid. The cargo bay floor is
covered with ropy tendrils and shattered
storage units peppered with large leathery
bulbs. Squat, blind, albino aliens scurry to and
fro, regurgitating resin and smearing it across
the walls. Some of them scuttle up the sculpt-
ed surfaces, hopping across the meter-thick
secreted strands that stretch above and to
the center of the bay. Suspended there is a
nightmare. Curled up on a massive translucent
sack is a tall and gangly ebon monster—its
person-sized black-blue head crest dwarfing
the pasty creatures crawling over it. The white
creatures attend to the behemoth above, their
obscene pink tongues lashing out to polish
their sable Queen’s splayed crown. In return,
she squeezes her bulbous ovipositor, deposit-
ing one more egg beneath her.
51
D E S T R O Y E R O F W O R L D S
E V E N T S
ACT I: MANHUNT
As the assembled strike force leaves orbit for LV- might co-operate with her, as their goals are the
038, the PCs begin their search. same. If questioned about her knowledge she will
say “I’m Weyland-Yutani—we know everything.”
W H AT G O E S U P : A colonist swears at the ma- She can track the PCs through their PDTs and has
rines, certain the military is leaving them there to hacked their squad tactical systems (comms, cam-
die. If questioned, he will insist he has proof and eras). If the PCs attack an AWOL, Eckford will try
move to a spot to view the space elevator. Despite to stop them—she’s seen their scans and the proof
the lockdown, it is moving again—Fort Nebraska is the alien can be weaponized (See “Doctor’s Prog-
still evacuating. If asked, base support will say it’s nosis” on page 31 for details). If cornered, she will
classified. trade information on Project Life Force and Sublev-
el 03 of Fort Nebraska in exchange for her safety.
B L I Z Z A R D C O N D I T I O N S : The Ariarcus
weather goes bad, and a blizzard rolls into town. C O R P O R A L W R I G H T ( M A N DAT O R Y ) :
Any outdoor combat further than SHORT range and While this would work well at the Spaceport
all OBSERVATION rolls get a –2 modification due to (page 20), this encounter can be placed wher-
poor visibility. The storm will break after one Shift, ever you see fit. Also, if you wish you can place
depositing up to a meter of snow. her in the Insurgent Compound, hand-cuffed to a
radiator alongside Wójcik. A hooded woman tries
M S . E C K F O R D ’ S D O G C AT C H E R S : Wey- to avoid the PCs. If called out, she'll run. This is
land-Yutani XO Ms. Eckford (page 17) and her four the AWOL Corporal Wright, and she trusts no one.
APE suited W-Y commandos (page 19) are also She is a deadshot with her scope rifle and will set
searching for the fugitive marines, but she wants her G2 Electroshock Grenades to cover her re-
them alive. You can start this event early in Act I, treat. For more, see boxed text “The Wright Stuff”
and have Eckford approach the PCs to see if they on page 54.
52
53
D E S T R O Y E R O F W O R L D S
54
E V E N T S
ACT II EVENTS
R E S TA R T ( M A N D AT O R Y ) : A muffled explo- again, Chaplain is free of Jaell’s interference and
sion comes from the direction of the fort, causing aware of any terrible things he might have done in
Chaplain to stagger to his knees. The android’s eyes Act I. This event should occur early in Act II, as it
roll back in his head and he reboots. Up and running triggers Chaplain’s Personal Agenda for the Act.
55
D E S T R O Y E R O F W O R L D S
56
E V E N T S
“It was an unknown weapon, a gigantic messenger of death, which reduced to ashes
the entire race. The corpses were so burned as to be unrecognizable. Hair and nails
fell out; pottery broke without apparent cause, and the birds turned white.”
—T H E M A H A B H A R ATA
57
58
BLACK goo BOMB RANGE CHART
ZONE RADIUS EFFECTS
EPICENTER 0–1 km Automatic Petrification. Those in the immediate dropzone projectile vomit
black fluid, convulse and ossify into twisted and ashen macabre statues.
KILL ZONE 1–2 km Automatic Disintegration. Victims become Terminal Anathemas (page 66)
and disintegrate within D6 Rounds.
MUTATION ZONE 2–4 km Automatic Transformation. Within one Turn, victims morph into Freak
Anathemas.
PERIPHERY 4+ km Infection. All victims are exposed to the atomized black goo with Virulence
3. If the Sickness Roll fails, the victim mutates into an Afflicted Anathema
(page 65). Roll once per Shift.
59
D E S T R O Y E R O F W O R L D S
60
E V E N T S
W H I T E F L A G : As the PCs finish dealing with a O N E O F U S : Making their way through the
previous event, the UPP android Davydovich sud- base, the PCs are confronted by a Xenomorph
denly approaches with his hands up, wearing no Drone emerging from a vent near Dante. Instead
protective gear and speaking in calm, dulcet tones. of attacking her, however, it leers, seems to nuzzle
He offers a truce and explains that the UPP forces up to her, and then withdraws. Due to the Chest-
have lost all contact with their ships. They don’t know burster she is carrying, Xenomorphs will never
who dropped the accelerant and consider the colony attack her. They will also protect her from harm. If
a loss. He believes Fort Nebraska command is holed she attacks them or corners them, they will snatch
up tight, “drinking bad coffee and playing American her up and take her to a hive wall for webbing.
baseball,” while they wait for extraction. Or they’re
all dead. Regardless, Davydovich needs the PCs’ help U N D E R T H E I N F L U E N C E : At a dramatically
to get inside and get off this hell moon. “Survival is optimal point, for example when the PCs visit the
the only priority now,” he smiles. It’s up to the PCs mainframe room (page 43), Jaell attempts to take
to trust him or not. If they decline the offer, they will control of Chaplain again. Make an opposed MANIPU-
find there are six more UPP Androids nearby—all LATION roll each Round (no action). If Chaplain fails,
ready to kill on their commander’s order. give the player the Story Card entitled “Under the
Influence”. As soon as Chaplain resists Jaell’s Manip-
T H E E N D O F A G O O D M A R I N E : In an open ulation, he regains control over his actions and can
area of Fort Nebraska there are signs of a hard fight. exact his revenge on Jaell—hopefully he hasn't done
There are dead Marines, dead UPP soldiers, blood too much damage before then.
trails and carnage. In amongst it all is a sword with
a white-handled hilt—unmistakably Major Hatfield’s B U N D L I N G U P : In a tucked away place inside
antique sword. There’s a bloodied trail across the the Fort like a service tunnel or storage locker,
ground. If they follow it, they eventually find Hat- three PASSIVE Chestbursters are cocooning—shed-
field’s body, terribly wounded, in a darkened corner. ding their skin, spitting up resin and covering
It was as far as he could drag himself, with only one themselves with it. Gross.
arm, the last resting place of a proud Marine. He has
his Major-level access key card around his neck. C O L O N E L ’ S O N I C E : Abandoned somewhere
in the Fort is an overturned cart with a lone blue-
A C I D I S YO U R F R I E N D : Use this event inside light stasis tube holding an older man with multiple
Fort Nebraska if the PCs are having a hard time contusions on his face. He is only wearing his un-
and an alien dies of massive hemorrhaging. A derwear and dog tags. This is Colonel Meyers. The
generous burst of acid blood will burn through Colonel froze himself when the aliens overran the
one or two levels of metal flooring, inadvertently base. If Jaell is here, she starts to revive him wheth-
creating entry points to lower levels. er the PCs want to or not (which could lead to
combat). Awoken, Meyers will order the marines to
R E A DY T O R U M B L E : In an open area of the get him off-moon. He will not reveal that he carries
fort, the PCs hear an echo of yelling. Four Freak a Chestburster (and is thus immune to Xenomorph
Anathema marines are locked in close combat attack). It will birth in one Shift. His goal is to have
with three Soldier Xenomorphs. All are PASSIVE in it surgically removed at a safe location. He’ll kill
relation to the PCs. anyone who stands in his way.
61
D E S T R O Y E R O F W O R L D S
L E AV I N G T H E M O O N : U P, U P P, A N D AWAY
After the climber has been traveling up the space T They can also attempt to hack its autopilot with a
elevator tether for one Shift, there’s a great jolt as if successful COMTECH roll from the climber and re-
something has impacted with the tether. The wreck mote pilot it to them with a hard (–2) PILOTING roll.
of a UPP destroyer, the Trakhni Menya, has crashed
into the space elevator, above the climber, causing Onboard the climber, there are two ASSO-400 Har-
the tether to bend and twist. Only a shredded slice poon Grappling Guns. There is also one less Mk.35
of wrecked station and the attached power module Pressure Suit than there are human PCs aboard.
survives. The tether loops around the wreck of a Everyone else is fucked. If anyone is carrying a Chest-
ripped-in-half UPP destroyer, the Trakhni Menya. The burster that hasn’t yet popped, now’s the time. If
entire space around the moon is littered with bodies, anyone is going to betray anyone else, this is where it
debris, drifting support craft, and holed cruisers. The will happen. A HEAVY MACHINERY roll gets the PCs into
unresponsive climber car is stuck at speed and will the EEV. Opening it reveals a floating dead body—a
smash into the Trakhni Menya, demolishing both and marine that didn't make it into stasis before death
killing everyone. Fixing the brakes would take one came. The PC who opens the hatch makes a Panic
Shift—there’s not enough time. Roll. Inside are five cryosleep chambers.
An OBSERVATION roll will have the PCs spot several If the PCs have set the fort to explode, the
ejected colonial EEV pods drifting lazily near the destruction of the ground base shakes the tether
tether—including an FTL capable Type 337 (see the hard, pulling the climber car and the Trakhni Menya’s
boxed text below). There are two options: wreckage into a doomed descent. The PCs had best
T The PCs can spacewalk to the tumbling pod. A vacate before they burn up. The tether will fall and
successful MOBILITY roll allows them to latch on wrap around the moon, obliterating everything along
and board her. Failure means they miss the target the equator, including the colony. ■
and are lost in space.
E P I L O G U E
62
T H E X E N O M O R P H S
signing off
A suggested sign off message by one of the reporting. Colony attacked by unknown forces
PCs, assuming anyone is still alive. The player with advanced bioweapons. Project Life Force
can read the following message aloud, or compromised. UPP and Colonial Marine forces
adapt it according to what happened in the wiped out. Colony and base destroyed. Thou-
scenario. sands are dead. Only [NUMBER] of us have
survived. I can only pray the damn Network
Kruger 60 system. Final report from the USC- picks this up before the UPP does. This is [PC
MC base Fort Nebraska. [PC NAME and RANK] NAME and RANK], signing off.
APPENDIX I:
T H E X E N O M O R P H S
Destroyer of Worlds features a bevy of beasties core rulebook (also found on page 36 of the
both old and new. All Xenomorphs follow the Chariot of the Gods scenario in the boxed Start-
general rules on page 290 in the ALIEN RPG er Set).
63
D E S T R O Y E R O F W O R L D S
A N AT H E M A
An Anathema is a terminal infection of a lifeform is infected and mutates into a Stage I (“Vitiate”)
caused by exposure to certain strains of the black within one Shift. At the beginning of the next Shift,
goo chemical agent (see the boxed text below). and each Shift thereafter, the patient must make a
Anathemas must endure exponentially worse new Sickness Roll against Virulence 8—failure will
stages of cellular disruption, culminating in com- cause the patient to advance to Stage II (“Fe-
plete DNA disintegration. As there’s no cure, an brile”). Success on these secondary Sickness Rolls
Anathema is consigned to damnation. will not save the victim, only delay the inevitable.
A Stage II Anathema must after one Shift make yet
I N F E C T I O N : Direct exposure to the black goo is another Sickness Roll against Virulence 8—success
handled as a disease with Virulence 8. Contact with means moving to Stage III (“Freak”), while failure
an infected Anathema can also cause infection means moving directly to Stage IV (“Terminal”). In
(below). If the first Sickness Roll fails, the victim either case, this means the end of the PC.
C O N TA I N M E N T A N D T E R M I N AT I O N
P R O T O C O L S : Isolation. And watch out for
those eye worm things—they are contagious,
leading to god knows what next. Direct phys-
ical contact with a Stage I Anathema without
a HAZMAT suit (page 86) triggers a Sickness
Roll against Virulence 4 to avoid infection.
S TA G E I I A N AT H E M A " F E B R I L E "
64
T H E X E N O M O R P H S
S TAG E I I AG U E S TAG E I I I L U S U S
“FEBRILE” “FREAK”
T TRAITS: Vertigo, convulsions, extensive in- T TRAITS: Aggressive Dementia, Cerebral
ternal bleeding, respiratory failure Dysmorphia
By Stage II, the accelerant has spread Similar to the creature called an Abomination
throughout an Ague’s body, causing a se- (see Chariot of the Gods), a monstrous Freak is
vere feverish state followed by intense pain wracked with painful cellular mutations through-
(STRESS LEVEL +1). The victim’s bloodshot eyes out their body. As the victim transforms into a
darken—pupils and irises together become creature of sheer rage, the rabid Anathema’s
opaque. Varicose veins rapidly spread across head deforms and their limbs elongate. They
their livid flesh as the black goo within barely remember their past lives but can still
them causes their skin tissue to deterio- use basic tools. Freaks attack all living things on
rate. During this stage, the victim gets +3 to sight. Stage III Anathemas are handled as full
Strength (and thus Health), but –2 to Wits Xenomorphs and have their own table for signa-
(to a minimum of 1). ture attacks (next page). PCs who enter Stage III
become NPCs under your control. Direct phys-
C O N TA I N M E N T A N D T E R M I N AT I O N ical contact with a Stage III Anathema without
P R O T O C O L S : Death by fire or nuke from a HAZMAT suit triggers a Sickness Roll against
orbit. It’s the only way to be sure. Direct phys- Virulence 7 to avoid infection.
ical contact with a Stage II Anathema without
a HAZMAT suit triggers a Sickness Roll against
Virulence 6 to avoid infection.
E N T H R A L L I N G G A Z E : As a fast action, a
Stage II Anathema can stare down a human
victim in SHORT range with its pitch-black
eyes. The victim must make a Wits roll (the stage III – FREAK
attribute only, no skill) or be lost in the SPEED: 2
depths of those soulless voids, entranced HEALTH: 8
and immobilized as the Anathema slowly SKILLS: Mobility 5, Observation 3
bears down on them. If the roll fails, the
ARMOR RATING: 3 (none against fire damage)
victim loses their next fast and slow action.
In addition, STRESS LEVEL +1 for the victim and
all friendly PCs in SHORT range.
65
D E S T R O Y E R O F W O R L D S
FREAK ATTACKS
D6 ATTACK
1 HORRIFIC HOWL: The Freak throws its head back and roars, asserting its dominance. All PCs in SHORT
range must make an immediate Panic Roll.
2 FIST STRIKE: The Freak strikes its victim with a powerful punch. Roll for the attack with ten Base Dice,
Damage 1.
3 EYE GOUGE: The Freak grabs the victim’s head and tries to jab its thumbs into their eyes. Roll for the
attack using seven Base Dice, Damage 1. If the attack causes damage, it automatically triggers critical
injury #34 (even if the victim is not Broken), triggering an immediate Panic Roll.
4 BEAT DOWN: The Freak leaps onto its victim like a gorilla. Roll for the attack using eight Base Dice,
Damage 1. If the attack hits, the victim is knocked to the ground, drops any hand-held items, and
must make an immediate Panic Roll. The Freak then starts pummeling the victim’s head and chest
with its powerful fists. This is resolved as an immediate bonus attack with ten Base Dice, Damage 2.
5 BEARHUG: The Freak pulls the victim to its chest and begins to squeeze. Roll for the attack using eight
Base Dice, Damage 1. If the attack causes damage, it automatically inflicts critical injury #56, trigger-
ing an immediate Panic Roll.
6 BLACK VOMIT: The Freak holds the victim down and vomits black goo all over their face. The victim
must make a Sickness Roll against Virulence 10. Failure means they become an Anathema. If the
victim wears a HAZMAT suit, the Freak first tries to pull the visor off—the victim must make an imme-
diate CLOSE COMBAT roll (no action) to stop this.
S TAG E I V N O C U O U S “ T E R M I N A L ”
T TRAITS: Agony, disintegration mutating any animal life it comes in contact
with.
When an Anathema enters Stage IV, large patch-
es of skin rapidly darken and flake away. Muscle I N F E C T I O N : Anyone within SHORT range of an
tissue and ligaments follow suit as bones grow expiring Nocuous (same zone) without protective
brittle and snap. As the mutagenic pathogen gear must make a Sickness roll against Virulence
reproducing inside a Terminal Anathema reach- 8 to avoid Anathema infection. At MEDIUM range
es critical mass, their cell membranes burst, (adjacent zone) the Virulence is reduced to 4.
inflicting one point of damage per Round. At
zero Health, the victim dies immediately (no C O N TA I N M E N T A N D T E R M I N AT I O N
Death Roll) as their DNA disintegrates and the P R O T O C O L S : Too late. Hold your breath, get
black accelerant becomes airborne, dispersing indoors. Tell your friends to get their incinerators.
throughout the local ecosystem and killing or You’re fucked.
66
T H E X E N O M O R P H S
XENOMORPH XX121
67
D E S T R O Y E R O F W O R L D S
X E N O M O R P H X X 1 2 1 S P E C I A L A B I L I T I E S
The special abilities described below are common through it. The acid blood will also affect the
to all varieties of Xenomorph XX121. environment, and may splash nearby ammo and
grenades, or burn through floors, wiring, a ship’s
A C I D S P L A S H : When a Xenomorph XX121 is hull, and so on (at GM’s discretion).
wounded some of its acid blood may splash on its The acid blood continues to burn after the initial
attacker and anyone within ENGAGED range. Each splash. A victim who suffers damage from the initial
type of Xenomorph inflicts a different level of acid splash suffers another attack each Round, at the
splash damage. Only damage that draws blood start of the Round, just like for fire damage (see
causes an acid splash—hence a fire attack does page 108). However, the number of Base Dice rolled
not have this effect. The bigger the Xenomorph, for the attack is halved (rounding fractions down)
and the more damage it has taken, the greater the at the start of each new Round, as the acid is slowly
splash. used up. If at any point an acid attack roll fails to in-
The strength of an acid splash is based on the flict any damage the acid has burned itself out and
Acid Splash rating of the Xenomorph plus the the acid effect is over.
amount of damage that the Xeno took from the If a victim is Broken by the acid splash, or suffers
attack, in Base Dice, with base Damage 1. Armor further acid splash damage when already Broken,
reduces the damage, but for each rolled, its they must make a Death Roll every Round until they
Armor Rating is reduced by one, as the acid eats either die or are saved by a MEDICAL AID roll.
ALIEN – STAGES
68
T H E X E N O M O R P H S
“Ma'am, I already said it was not indigenous, it was a derelict spacecraft, it was an
alien ship, it was not from there. You get it? We homed in on its beacon.”
“And found something never recorded once in over three hundred surveyed
worlds... 'A creature that gestates inside a living human host'—these are your words—
'and has concentrated acid for blood'.”
— WA R R A N T O F F I C E R E L L E N R I P L E Y A N D A N E C A R E P R E S E N TAT I V E
69
D E S T R O Y E R O F W O R L D S
OVOMORPH (EGG)
Ovomorph The Queen’s Egg
S TAG E I : SPEED 0 0
OVOMORPH (EGG) HEALTH 2 3
Large leathery objects, Ovomorphs are the SKILLS None None
beginning of the alien life cycle. They come in ARMOR RATING 2 (0 vs fire) 3 (1 vs fire)
various sizes from 0.6 to 1.2 meters tall. While ACID SPLASH 4 5
most open with four petals at the top, some
only have a single slit that opens to reveal the
Facehugger it carries within. These eggs are
lifeforms in their own right, able to protect
their precious cargo from blunt trauma and
forced entry, while also sensing movement
and awakening the parasite within accord-
S TAG E I I :
ingly. Naturally occurring alien eggs are FAC E H U G G E R
generated in one of two forms—either they
Manumala noxhydria is a parasitic form of
are the result of a transformation perpetrated
Xenomorph designed for one task only—the
on a living host, causing it to metamorphose
implantation of Plagiarus bacteria within
into an Ovomorph, or they are simply birthed
a living host. Coming in a variety of sickly
by a Queen. Queen produced eggs are hardier
yellowish to brown flesh tones, a Facehugger
and healthier than those produced through
has a small body, eight spider or crab-like
ovomorphing.
fingers, two large breathing sacks, and a long
and powerful tail which it uses to spring itself
O P E N I N G T H E E G G : If a potential host
onto a startled host’s face. The Facehugger
comes within ENGAGED range of an Ovomorph,
clutches its fingers around the victim's head,
the host must make a MOBILITY roll each Round
wraps its tail around their throat, and emits an
to not disturb it. If it fails, the egg will open
anesthetic that renders the host unconscious,
and release a Facehugger. An Ovomorph can
before inserting its proboscis down the crea-
release its Facehugger even at SHORT range—
ture’s throat.
roll a Stress Dice each Round. On a , the
Facehugger is released.
FA C E H U G G I N G : The Stage II Xeno will au-
tomatically facehug any immobilized potential
C O N TA I N M E N T A N D T E R M I N AT I O N
host within ENGAGED range. In combat, a suc-
P R O T O C O L : If you shoot an egg with a ri-
cessful signature attack #6 will do the trick.
fle, the bullet is likely to deflect off its rubbery
If the victim is facehugged, the Xenomorph
hide. Fire is a proven method of sterilizing
infects its host via its proboscis, inseminating
them, and explosives do the trick as well.
them deep within their chest cavity. There the
Keep in mind that the eggs are essentially
host’s own cells mutate to form and incubate
vats of acid, and when exploding will cause
the Xenomorph until its next stage. The victim
acid damage accordingly. Extreme cold can
is rendered unconscious. Within one Shift,
make an egg dormant.
the Facehugger dies and falls off. The victim
wakes up, typically very hungry. After another
Shift has passed, a Chestburster (Stage III) is
born, killing the host.
70
T H E X E N O M O R P H S
C O N TA I N M E N T A N D T E R M I N AT I O N FACEHUGGER
P R O T O C O L : A Facehugger is incredibly fast SPEED 2
and strong for its size, and in most cases it HEALTH 2
cannot be removed from a host’s face without
SKILLS
killing the host itself. While its polarized sili-
Mobility 8
con skin protects it from most forms of melee
attack, it is helpless against pulse rounds and Observation 8
laser tools. Again, fire works wonders. ARMOR RATING 2 (0 vs fire)
ACID SPLASH 4
FACEHUGGER ATTACKS
D6 ATTACK
1–2 SKITTERING MENACE: The Facehugger has chosen its host and they know it is coming for
them! It skitters forward, single-minded and horrifyingly spider-like. The victim suffers +1
STRESS LEVEL and must make an immediate Panic Roll.
3 TAIL LASH: The little monster comes for its target, lashing out with its wicked tail. It attacks
with five Base Dice, Damage 1. (The Royal Facehugger uses six Base Dice, base Damage 2).
Aside from any damage the victim gets +1 STRESS LEVEL.
4 TAIL GRAPPLE: The Facehugger leaps and catches its victim from behind, its tail whipping
violently. Roll a D6:
T 1–2: The target’s legs are caught and they fall prone—make a Panic Roll.
T 3–4: The victim’s arms get hopelessly tangled in the beast’s tail—they cannot
use any held items and must make a Panic Roll.
T 5–6: The Facehugger wraps its tail around the target’s neck, choking them—they
suffer the effects of DROWNING and must make a Panic Roll.
5 FACE GRAPPLE: The Facehugger leaps at its victim. Make an opposed roll with six Base
Dice against the target’s CLOSE COMBAT skill (not counting as an action for the victim):
T If the Facehugger wins, the target will suffer THE FINAL EMBRACE (below) on the
Facehugger’s next initiative.
T the victim wins they throw the beast to the floor, but it’s not finished with
If
them yet and attacks the same target again on its next initiative.
6 THE FINAL EMBRACE: The Facehugger gets to its victim, its acid making short work of any
helmet or respirator in the way. Roll for the attack with six Base Dice. If it gets one or
more , the poor victim is facehugged and immediately Broken. Their last sensations
are horrible, yet strangely loving: a firm but gentle caress around their head; a smoth-
ering sensation followed by a warm burst of oxygen-rich air filling their lungs; a deep
sensation of slow-motion falling; it’s okay to fall asleep…
71
D E S T R O Y E R O F W O R L D S
S TA G E I I I : C H E S T B U R S T E R
The alien grows within the host animal’s chest, as a defense mechanism: it snarls, hisses and
reaching a point of maturity where it is no longer squeals whilst spraying the blood of its host in all
dependent on the host for survival. While most directions. People who witness this for the first
hosts feel sick to their stomach as the parasite time must make an immediate Panic Roll. Within
grows within them, some comment that they feel one Shift, the Chestburster evolves to Stage IV.
better than they have in ages. As the organs of the
host are transformed into the embryonic alien, the C O N TA I N M E N T A N D T E R M I N AT I O N
host’s ribcage is also softened to a point where P R O T O C O L : Surgical attempts to remove an
the Chestburster can perform the act after which embryonic Chestburster to date have resulted in
it is named. Gestation complete, the creature the death of the patient—and depending on how far
erupts from the host, killing it from a combination along it is into the gestation period—the death of
of massive tissue damage, blood loss, and organ the alien as well. Despite being able to defend itself,
transformation. at this stage the Xenomorph is at its most vulnera-
Jaundiced beige in color, the snake-like ble. It is easily killed by gunshots, explosives, knives,
Chestburster has a mouth full of metallic canines. and fire—if it can be caught. Once birthed it will
Depending on the length of gestation, a Chest- immediately seek both a place to hide and a source
burster will either be born with tiny arms or stubs of raw metals to consume in order to complete the
where the arms will eventually grow in. transformation into an adult—in addition to organic
foods, aliens eat metals to increase their mass. Suffi-
B I R T H : The birth of the Chestburster kills the ciently fed, the Chestburster will begin to darken in
host outright. The Chestburster has evolved to color and shed its skin, cocooning itself in resin for
make a shocking display immediately after birth the metamorphosis to the next Stage.
CHESTBURSTER
SPEED 2
HEALTH 2
SKILLS
Mobility 8
Observation 6
ARMOR RATING 2 (0 vs fire)
ACID SPLASH 4
72
73
D E S T R O Y E R O F W O R L D S
S TAG E I V : D R O N E
CHESTBURSTER ATTACKS
D6 ATTACK Now young adults, Stage IV Xenos are able
to adapt a bipedal stance, even though they
1–3 ESCAPE: With a snarl the Chestburster
flees, moving two zones away in one ac- might not always make use of it. Their now fully
tion, into the nearest vent, sewer or duct polarized skin is near black in tone; they have a
if possible. As soon as the PCs lose line bladed prehensile tail, six-fingered hands with
of sight the Chestburster has escaped. enlarged nails, pronounced ribs, and trans-
Stealth mode ensues as the Chestburster lucent to opaque smooth-domed heads. In
tries to hide and grow. addition to their metallic, toothy mouths, they
have an inner set of jaws that can strike like a
4 TERRORIZING HISS: The Chestburster jumps
piston—a favored mode of attack.
towards a target, flashing its razor-sharp
teeth and hissing malevolently. The target
D R O N E : Sometimes called Lurkers, Drones
must make an immediate Panic Roll.
stand 2.4 meters tall, and are stealthy ambush
5 LEG SLASH: With a snarl the Chestburst-
hunters. Their tails end in a deadly hooked
er slashes its target’s leg, metallic teeth
blade and rudimentary barb for Ovomorph
flashing in the light. Roll for the attack us-
injection. In many ways, Drones are the most
ing six Base Dice, Damage 2. If the attack
alien of the species. It is theorized that the
causes damage, it automatically inflicts
strange behavior often exhibited by Drones is
critical injury #53 (even if the victim is not
due to them reaching young adulthood without
Broken), triggering an immediate Panic
establishing a connection to the alien hive mind.
Roll.
The stealthy creatures’ fluid yet awkward move-
6 THROAT BITE: The Chestburster squeals ments and unorthodox reactions to stimuli belie
a high-pitched shriek and goes for the their methodical intelligence. The ebon Drone is
throat. Roll for the attack with eight Base a clever yet single-minded iteration of the Xeno
Dice, Damage 1. If the attack causes dam- morph. Development of P. praepotens will arrest
age, it immediately inflicts critical injury at Stage IV unless a Queen’s pheromones cause
#61 (even if the victim is not Broken), trig- it to molt into a Worker or Soldier—whichever
gering an immediate Panic Roll.
form the hive is most in need of. Until then it will
eat, gather hosts for ovomorphing, and sleep.
When it evolves to the next stage, it joins the
hive mind.
Mobility 10
C O N TA I N M E N T A N D T E R M I N AT I O N
Observation 8
P R O T O C O L : Stage IV Xenos are notorious-
ARMOR RATING 8 (4 vs fire) ly difficult to kill. They operate outside of the
ACID SPLASH 8 alien hive mind and are independent—but each
exhibits traits that can be exploited. Drones
follow a routine and spend most of their time
hibernating in warm places such as somewhere
close to a reactor core—and can be hunted
down accordingly.
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T H E X E N O M O R P H S
DRONE ATTACKS
D6 ATTACK
1 HYPNOTIZING GAZE: The Xenomorph, eyeless as it may seem, stares deeply into the soul of its
victim. The victim is mesmerized by the dread beauty of such a beast. They stand in awe of
what nature, or god, or the devil has created, get +1 STRESS LEVEL and must make an immedi-
ate Panic Roll.
2 PLAYING WITH ITS PREY: The Xeno attacks, but not to kill. The target is knocked to the ground
and drops all hand-held items, but otherwise takes no damage. The Xenomorph stands over
them, taunting its prey to run so the game can go on. The victim gets +1 STRESS LEVEL and
must make an immediate Panic Roll.
3 DEADLY GRAB: The beast launches through the air, grabbing its victim. It attacks with ten
Base Dice, Damage 1. If it hits it immediately drags them into a neighboring zone, dumping
them on the floor. The victim is prone, drops all hand-held items and must make an immedi-
ate Panic Roll.
4 READY TO KILL: The Xenomorph grabs its victim, its inner jaws poised to strike. Roll for the
attack with ten Base Dice. If it hits, the victim counts as grabbed (see page 93) and needs to
make an opposed CLOSE COMBAT roll against ten Base Dice to break loose. The victim and all
friendly characters in the same zone must make Panic Rolls. Unless the victim breaks free,
the Xenomorph will use a HEADBITE attack against them on its next initiative.
5 CAPTURE FOR THE HIVE: The Xenomorph attacks with its venom-spiked tail, with ten Base
Dice, Damage 1. If the attack causes any damage, the Xeno pulls its punch so only one point
of damage is inflicted, and the paralyzing venom takes effect. The victim must make a
STAMINA roll—the number of rolled is the number of Rounds they can stay up, then they
fall unconscious for one Shift. The paralysis can be removed with a shot of adrenaline (a
MEDICAL AID roll using a Medkit).
6 HEADBITE: The Xenomorph opens its outer jaws wide, and the deadly inner jaws lean out,
gnashing in anticipation before snapping forwards. The attack has a strength of nine Base
Dice, Damage 2. If it causes any damage it automatically inflicts critical injury #64, killing
the victim in one dreadful blow. However, should the GM wish it, the victim remains just
alive enough for the Xenomorph to initiate the ovomorphing process.
S TAG E V : S O L D I E R , W O R K E R
As the hive mind takes a hold of them at Stage V forming an armored carapace. Blades will begin
of their development, P. praepotens molt to as- to grow from the Xeno’s elbows, and its hands will
sume specialized roles within their community. mutate into five-fingered claws, dropping the sixth
digit. Blue-black in color, Soldiers are nimble and
S O L D I E R : Romantically referred to as a Warrior, attack en masse. The Soldier’s tail has a barb at the
a Soldier Xenomorph is the adult form of a Drone. end with a toxin that can cause paralysis in most
As the alien matures, the creature’s dome loses its known lifeforms. Once incapacitated, the Soldier
form and melds with the ridged tissues beneath will carry its prey back to the hive to be impregnat-
it. The alien’s head begins to polarize and harden, ed by a Facehugger.
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D E S T R O Y E R O F W O R L D S
W O R K E R : The diminutive Workers build and will run if threatened, leaving their protection to
maintain the hive. Also called Weavers, they Soldiers.
produce and spin the resin of the hive with
their long proboscis tongues, shape it with their C O N TA I N M E N T A N D T E R M I N AT I O N
hands and feet, position eggs near cocooned P R O T O C O L : As always, fire keeps Xenomorphs
hosts, and feed and maintain the Queen. Phys- at bay. The non-aggressive Workers are easy
ically, they are somewhat different than the to take down as they offer little resistance. A
other members of P. praepotens. Transformation Soldier’s carapace is armored enough to shrug
from Drone to Worker will see an alien shrink off regular ammunition rounds, but pulse rifles
to between 1.2 and 1.8 meters in height. Its skin make short work of them. Soldiers tend to work
will turn a sickly grayish white, while its tongue in groups, overwhelming targets with sheer num-
grows pink, elongates, and develops a funnel bers. Because of this, it is possible to take out a
through which it will secrete the makings of the large number of them with an area effect weap-
hive. Workers ignore threats within the hive and on, hopefully evening the odds a bit.
SOLDIER, WORKER
Soldier Worker
“They cut the power.”
SPEED 2 1 “What do you mean “they cut the
HEALTH 8 4 power”? How could they cut the
SKILLS power, man? They're animals!”
Mobility 8 4
— LT. E L L E N R I P L E Y A N D P R I VA T E
Observation 8 4 FIRST CLASS WILLIAM HUDSON
ARMOR RATING 10 (5 vs fire) 5 (2 vs fire)
ACID SPLASH 10 6
HIVE MIND
While a lone alien will operate well enough on uncanny. While some theorize this is accom-
its own, when half a dozen or more Stage IV plished by the Queen through pheromones and
Xenomorph XX121s get together, they begin other communicative stimuli, others believe it’s
to operate in unison. Add a Queen to the mix a cumulative hive intelligence. It would seem
and they’ll molt to Stage V. It’s then that their that the more Xenomorph XX121s there are in a
coordinated movements become downright hive, the more intelligent they become.
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T H E X E N O M O R P H S
SOLDIER ATTACKS
D6 ATTACK
1 ASSESSING THE THREAT: The Xenomorph pauses, hissing quietly but all the more threatening
for that. It looks like it’s thinking, or maybe giving silent orders to unseen companions. Ev-
eryone within MEDIUM range gets +1 STRESS LEVEL.
2 ONE FOR ALL: The Xeno leaps at the largest group of enemies and roars a challenge, sweep-
ing its arms, legs and tail through their ranks. All targets within SHORT range must succeed
at a MOBILITY roll or be knocked off their feet, taking one point of damage. All the targets
must make immediate Panic Rolls.
3 ALL-OUT ATTACK: The Xenomorph launches into a wild attack, throwing every claw, fang and
its pointed tail at its victim. It attacks with twelve Base Dice, Damage 2, and the attack is
armor piercing.
4 CAPTURE FOR THE HIVE: The Xenomorph attacks with its venom-spiked tail, with twelve Base
Dice, Damage 1. If the attack causes any damage, the Xeno pulls its punch so only one point
of damage is inflicted, and the paralyzing venom takes effect. The victim must make a
STAMINA roll—the number of rolled is the number of Rounds they can stay up, then they
fall unconscious for one Shift. The paralysis can be removed with a shot of adrenaline (a
MEDICAL AID roll using a Medkit), but otherwise the Xeno will capture them for the egg cham-
ber.
5 DIE FOR THE QUEEN: The Xenomorph, desperate to protect its hive and Queen, leaps towards
an enemy, eviscerating itself as it does so. Its acid blood showers everywhere: all targets
within SHORT range of the Xeno suffer an immediate acid splash attack of twelve Base Dice.
The Xeno dies, squealing.
6 HEADBITE: The Xenomorph opens its outer jaws wide, and the deadly inner jaws lean out,
gnashing in anticipation before snapping forwards. The attack is rolled with ten Base Dice,
Damage 2. If it causes any damage it automatically inflicts critical injury #64, killing the
victim in one dreadful blow.
S TAG E V I : C H A R G E R , Q U E E N
Stage VI P. praepotens are monstrous horrors. force-fed Royal Jelly and raw metals by the Queen’s
Their immense size and crested carapaces mark workers for weeks, a bloated Sentry will cocoon
them as the leaders of their hive. Stronger and itself in resin and undergo a massive transformation.
smarter than those beneath them, Stage VI Xenos Its quadrupedal stance is bulked up and its head
command alien armies. These Stages are only grows a massive, armored chitinous crest similar
reached when an existing Queen produces royal to a Queen’s. Chargers grow to stand between 1.8
jelly and exposes her Soldiers to it. and 3 meters tall at the shoulder. Heavy defensive
protectors of the hive, the Crusher will charge an
C H A R G E R : Also called the Crusher, the Charger enemy like a rabid rhino, trampling personnel and
is the Xenomorph equivalent of a tank. After being plowing through even lightly armored vehicles.
77
D E S T R O Y E R O F W O R L D S
Q U E E N : The mother of the hive, at six meters ly as well, “speaking” with her children over
tall or more, the alien Queen is perhaps the stron- immeasurable distances. In fact, corporate
gest and most intelligent of the species. While any psychiatrists have documented that employees
adult alien is capable of initiating ovomorphing in who score high on their company esper tests
a host organism, only Queens have the ability to and find themselves within the proximity of an
lay eggs en masse. When her first molt is com- alien hive will have vivid dreams of the Queen
pleted and the Queen is fertile, her Workers spin calling to them, whether they are aware of her
a resin cradle that holds her suspended above existence or not.
the floor of the hive. The Queen then grows an An alien Queen’s distinguishing characteristics
enormous egg sac that soon becomes distended include her size, her large crested head, set of six
and engorged with developing eggs. As each new dorsal spikes (instead of tubes), unique stance
Ovomorph is ready, she deposits it on the ground and a second set of grasping arms.
via ovipositor for her Workers to spirit away to
nearby cocooned hosts. C O N TA I N M E N T A N D T E R M I N AT I O N
The most astonishing thing about the Queen P R O T O C O L : A Charger is nigh invulnerable
is her ability to communicate with her hive. while charging with its head shield down, but
While evidence exists to suggest she does so its body is only as armored as that of a regular
via a combination of pheromones and subsonic alien Soldier, and well-placed explosives or heavy
vocalizations, there are company consultants artillery will make short work of the beast. As for
who believe she communicates telepathical- dealing with the Queen… yeah. Don’t.
ROYAL JELLY
Secreted by a Xenomorph Queen, Royal Jelly noxhydria. Royal Jelly is extremely addic-
is a gelatinous substance that a mother Xeno tive to humans and other animals, and when
uses to shape the Sentries of her hive. Royal ingested in large quantities causes an adrenal
Jelly contains a specialized strain of Agent increase in strength, stamina, and aggressive
A0-3959X.91-15 that induces an accelerat- tendencies—eventually bordering on the su-
ed metamorphosis in P. praepotens and M. perhuman and homicidal.
“They grab the colonists, they move them over there and they
immobilize them to be hosts for more of these. Which would mean
that there would have to be a lot of these parasites, right? One for
each colonist. That's over a hundred at least.”
“Yes, that follows.”
“But each one of these things comes from an egg, right? So
who's laying these eggs?”
“I'm not sure. It must be something we haven't seen yet.”
— LT. E L L E N R I P L E Y A N D B I S H O P
78
T H E X E N O M O R P H S
79
D E S T R O Y E R O F W O R L D S
There are many stages and subspecies of Xenom- to the established scientific parameters of the
orph XX121—however, there are also mutations Xenomorph life cycle. Aliens such as this are cat-
and alternate forms of the creature. Genetically aloged as XX121AB, or Aberrant types. One such
similar, these variations do not always subscribe monstrosity is the so-called Bodyburster.
A R I A R C U S “ B O DY B U R ST E R ”
A genetic mutation of the Xenomorph first witnessed burster resembles a large Xenomorph Drone with
on the Ariarcus colony, the Ariarcus Bodyburster the host’s formerly human skull now encompass-
develops when a certain strain of Chemical Agent ing the face of the alien’s smooth dome.
A0-3959X.91–15 is introduced to a host already
impregnated with a Xenomorph XX121 spore by a C O N TA I N M E N T A N D T E R M I N AT I O N
Facehugger. The accelerant acts as a genetic bridge P R O T O C O L S : Once transformed into a Body-
between the host’s DNA and that of the developing burster, the person’s mind is gone—however,
alien embryo, resequencing them together. the alien may exhibit recognizable mannerisms
When the process is complete in one or two of its former host, causing confusion and doubt
Shifts, the Chestburster is not birthed in the nor- amongst family, friends or former acquaintanc-
mal way (page 72). Instead, the host undergoes es. Be assured—the creature is not the person
a subdermal skeletal and muscular transforma- you once knew. The beast’s fangs are its greatest
tion into a Bodyburster, ripping out of their own weapon—they can inject the mutagenic pathogen
human skin. The transformation is so hideous that into its victim, ultimately transforming them into
all present must make an immediate Panic Roll the another Bodyburster. All special abilities of XX121
first time they witness it. A fully formed Body- Xenomorphs apply to the Bodyburster as well.
80
T H E X E N O M O R P H S
BODYBURSTER ATTACKS
D6 ATTACK
1. ENTHRALLING GAZE: The Bodyburster leers at a victim in SHORT range, staring them down
with its empty eye sockets. The victim must make a Wits roll (the attribute only, no skill)
or be lost in those voids, entranced and immobilized as the Bodyburster slowly bears down
on them. If the roll fails, the victim loses their next fast and slow action. In addition, STRESS
LEVEL +1 for the victim and all friendly PCs in SHORT range.
2. DISMISSIVE SLAP: Judging the victim unworthy of the effort, the Xenomorph whirls and
lashes its tail at them. It attacks with eight Base Dice, Damage 1. If the attack hits, the strike
throws the victim to the floor in an adjacent zone. The victim is prone, drops all hand-held
items and must make an immediate Panic Roll. The Xeno will then ignore the victim for the
remainder of the fight unless the victim attacks it again.
3. VENOMOUS FANGS: The Bodyburster sinks its fangs into its victim. The attack is rolled with
eight Base Dice, Damage 1. If it causes any damage the victim must make a Sickness Roll
against Virulence 8 or suffer Anathema infection (page 64).
4. EVISCERATE: The Xenomorph’s tail blade slices across the victim’s abdomen. The attack is
rolled with ten Base Dice, Damage 1. If the attack causes damage, it automatically triggers
critical injury #45 (even if the victim is not Broken).
5. SKULL CRUSH: The Xenomorph uses both hands to grab its victim by the head. If successful,
it lifts them off their feet and squeezes. The attack is rolled with ten Base Dice, Damage 1.
If it causes any damage it automatically inflicts critical injury #64, killing the victim and
triggering an immediate Panic Roll for all friendly PCs in SHORT range.
6. HEADBITE: The Xenomorph opens its outer jaws wide, and the deadly inner jaws strike like a
piston. The attack is rolled with nine Base Dice, Damage 2. If it causes any damage it auto-
matically inflicts critical injury #65, killing the victim in one dreadful blow and triggering an
immediate Panic Roll for all friendly PCs in SHORT range.
O I L - E AT E R B A C T E R I A
81
D E S T R O Y E R O F W O R L D S
SILTY SYNTHETICS
A Synthetic is an artificial item, and the silt normally, but on a roll of the Synth takes a
will affect their systems and parts as it would critical injury (see page 111 in the core rule-
any other item. If a Synth comes into contact book or page 77 in the Starter Set rules).
with the silt have them make a roll for the silt
APPENDIX II:
T A L E N T S
C O L O N I A L M A R I N E TA L E N T S
B A N T E R : Between fights, you release the tension O V E R K I L L : Instead of panicking in the face of
in your team with some friendly banter. Your STRESS mortal danger, you can turn your fear into ag-
LEVEL, and the STRESS LEVEL of everyone in SHORT range gression and use it as a weapon against your
of you, drops two steps (instead of one) for every Turn enemy. You can trigger the Overkill effect when
spent in a safe place (page 104 in the core rulebook you make a Panic Roll—see page 104 in the core
or page 70 in the Starter Set rules). rulebook or page 70 in the Starter Set rules.
82
T A L E N T S
CO M PA N Y AG E N T G E N E R A L TA L E N T S
TA L E N T B O DYG U A R D : If someone within SHORT
TA K E C O N T R O L : You know how to make range of you is hit by an attack, you can dive in
people do what you want, and you don't feel to take the hit. Roll for MOBILITY. It doesn’t count
bad about doing it. You can roll for MANIPULA- as an action in combat. If you roll one or more
TION using WITS instead of EMPATHY.
, you take the hit instead. You can push the
roll.
W E A P O N S P E C I A L I S T : You’re an expert
at using a specific weapon model—choose
one from the weapon lists. When you use
this weapon, you get a +2 modification. You
can choose this talent several times, once
per weapon type. You can be a specialist at
fighting unarmed.
83
D E S T R O Y E R O F W O R L D S
APPENDIX III:
G E A R & V E H I C L E S
Destroyer of Worlds includes a range of vehi- Rules for vehicle combat can be found in the
cles and gear, all described below. Any gear not core rulebook, and are repeated in Appendix
described here is included in the Gear chapter IV of this book, if you are playing with only the
of the ALIEN Starter Set or the core rulebook. Starter Set.
personal WEAPONS
WEAPON BONUS DAMAGE RANGE WEIGHT COST COMMENT
AK-4047 – 2 Long 1 $500 Full auto.
M-5 RPG +1 5 Extreme 2 $1,800 Portable shoulder-fired
Launcher rocket launcher. Reload
after each shot.
Armor piercing.
M40 HEDP – Blast 9 Medium 1/2 $60 U1 ammo when used as
Grenade hand grenades.
VEHICLES
VEHICLE PASSENGERS MANEUVERABILITY SPEED HULL ARMOR COST
M577 APC 13 +1 3 8 8 $500,000
UD-4L Cheyenne VTOL 15 +2 4 10 7 $3,100,000
Dropship
USCMC M40E 3 +0 2 9 12 $8,920,000
Ridgeway Heavy Tank
UPP OX-440 HAMPV 26 +0 2 10 8 $926,000
Troop Transport
UPP MI-222 Krokodil 15 +1 3 12 7 $2,700,000
VTOL Dropship
Daihotai Tractor 4 +0 2 6 4 $17,000
Weyland NR-9 ATV 1 +2 2 2 2 $3,000
84
G E A R & V E H I C L E S
VEHICLE WEAPONS
WEAPON BONUS DAMAGE RANGE COMMENT
115mm Rifled Cannon +2 8 Extreme Armor piercing.
60mm Mortar – 4 Long Triggers Blast Power 12 explosion in addition
to direct damage.
20 kW Phased Plasma Point +2 5 Extreme Armor piercing.
Defense Gun
UPP Anti-Personnel Missile – 2 Long Triggers Blast Power 9 explosions in addition
Pod to direct damage. Full Auto.
UPP Heavy +1 6 Extreme Can only target ground vehicles and build-
Anti-Tank Missile Launcher ings. Armor piercing.
UPP Medium Air-to-Air Missile +2 4 Extreme Can only target air vehicles. Armor piercing.
Launcher
USCMC Type 4 Assault 0 3+ Blast Engaged A focused, adhesive charge that breaches a
Breaching Charge 8 door or wall. Detonate by timer or remote.
Armor piercing.
20mm Gatling Gun +3 3 Long Armor piercing. Full auto.
25mm Gatling Gun +3 3 Extreme Armor piercing. Full auto.
Phased Plasma Pulse Cannon +1 6 Extreme Armor piercing.
Turret
Mk.16 150mm Banshee 70 – 3 Long Triggers Blast Power 12 explosion in addition
Unguided Rocket Launcher to direct damage. Full auto.
AGM-220C Hellhound II +2 7 Extreme Can only target ground vehicles and build-
Tactical Missile Launcher ings. Armor piercing.
AIM-90E Headlock Air-to-Air +3 5 Extreme Can only target air vehicles. Armor piercing.
Missile Launcher
85
D E S T R O Y E R O F W O R L D S
86
V E H I C L E C O M B A T
APPENDIX IV:
V E H I C L E C O M B A T
M A N E U V E R A B I L I T Y : The modifica-
tion you get to your PILOTING rolls when
performing challenging maneuvers.
Small, agile vehicles have higher bonus-
es than larger, heavy ones. AERIAL VEHICLES
Aerial vehicles are handled in much the same way
S P E E D : The speed of the vehicle, in
as ground vehicles, with some exceptions:
number of zones per driving action.
87
D E S T R O Y E R O F W O R L D S
DAMAGE TO VEHICLES
Vehicles suffer damage just like people. Most vehi- second component damage will always Wreck a
cles have an Armor Rating (see page 98). vehicle.
When a vehicle has suffered damage equal to
or in excess of its Hull rating, it is Wrecked. This R A M M I N G V E H I C L E S : You can use your
means that the vehicle is inoperable—you’ll need vehicle to ram another vehicle, as long as
to keep going on foot. the Hull rating of your vehicle is equal to or
higher than the Hull rating of the target. Roll
C O M P O N E N T D A M A G E : Vehicles don’t suffer the attack like you would if you were ramming
critical injuries when Wrecked. Instead, if they a person. The damage from your attack is
take damage equal to or higher than half their inflicted on the enemy vehicle. The driver and
Hull rating (round up) in a single hit they suffer passengers in the target vehicle are only hurt
component damage. Roll D6 on the table to the if the enemy vehicle is Wrecked, in which case
right. This means a vehicle can suffer compo- they suffer the same amount of damage as the
nent damage once without being Wrecked, but a vehicle did.
R E PA I R S
Repairing damage to a vehicle requires one or C O M P O N E N T DA M A G E : If the engine or a
several HEAVY MACHINERY rolls. One roll can be mounted weapon has been disabled, repairing
made per Shift. Only one person can roll to repair it typically requires a HEAVY MACHINERY roll, in
the hull, but others can help. Each rolled addition to any roll for repairing hull damage. The
removes one point of damage. If the vehicle was work takes one Shift. ■
Wrecked, it is no longer considered Wrecked once
it has regained at least one HP.
COMPONENT DAMAGE
D6 DAMAGE EFFECTS
1 Driver Hit The driver is hit and suffers damage equal to the damage inflicted on the
vehicle.
2 Passenger Hit A random passenger is hit and suffers damage equal to the damage inflicted
on the vehicle. Re-roll if no passengers are present.
3 Severe Spin The attack rocks the vehicle. The driver must make an immediate PILOTING roll
(not an action)—failure means that the vehicle is Wrecked.
4 Weapon A random weapon mounted on the vehicle is disabled. Re-roll if no weapons
Disabled are present.
5 Engine The engine is disabled, and the vehicle can’t continue. An aerial vehicle can make
Disabled a controlled landing, losing one zone of altitude per Round.
6 Fuel The vehicle explodes in a ball of flame. All people inside it are immediately
Explosion exposed to Intensity 9 fire, and the vehicle is destroyed beyond repair.
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