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Comple Alien conversion

Creatures
Equipment

Alien 2 Xenomorph
COMBAT: 60%
Claw D10 and Tail Stab 2D10
BITE
SPEED: 65%
INSTINCT: 65%
HITS:

Acid Blood
Upon taking piercing or slashing damage all in the damage arc (XXXXX) must make a
Body Save or take damage. Out to five feet for melee and pistols, 3d10 damage. Out to
ten feet for longarms, 4d10 damage. Out to blast radious for explosives, 2d10 damage.
Take 1d10 stress on each.

Immunity: cold, radiation, vacuum

No Breath

No Heat Signature

BITE: Grapple target, on the following turn deal 2d10*10 damage unless interrupted.
Dukerino11/17/2018

Egg

Facehugger
FACEHUGGER

COMBAT: 15%

OVIPOSITOR
SPEED: 35%
INSTINCT: 10%
HITS: (2) 3

OVIPOSITOR:
Automatically crits suprised targets if attack hits.
If attack hits, the facehugger will attach itself and die in 2D10 hours, host is unconscious
for the full duration. Unless de-attached a Chestburster will birth in 2D10 hours and kill
the host.

ASSISTED BREATHING:
If the facehugger is killed, the host suffocates in 4 minutes.

Chestuburster

Drone
COMBAT: 50%
» Bite/Claw/Hug 3d10
SPEED: 50%
INSTINCT: 40%
HITS: 2 (20)

Runner

Warrior
COMBAT: 60%
» Bite/Claw/Hug 4d10
SPEED: 60%
INSTINCT: 50%
HITS:
3 (20)

Praetorian
COMBAT: 60%
»
SPEED: 50%
INSTINCT: 60%
HITS:

Queen

Variations

Robot
Robots are completely mechanical beings, designed to look and act like the humans
they work alongside (to varying degrees of success). They usually have a synthetic skin
that covers their metal and plastic interiors. Their internal fluids (if any) are milky white.
Think Ash from Alien or the T800 from Terminator.

Android Stats: Use the standard Android stats & Fear rules on the character sheet.

Synthetic: Robots don’t sleep or breathe, and eating, drinking, and doing drugs has no
effect on them. They can’t be healed through normal means. They also don’t age, can’t
be poisoned, and can’t contract diseases. They are, however, susceptible to things that
affect electronics, like power surges and EMPs.

Charging…: They need to charge for 6 hours once per week. If they fail to do so, they
will shut down until someone charges them up fully.

Repair: To heal, they must have someone roll Intelligence (+ Mechanical Repair,
Engineering, Robotics, or Jury Rigging) (they can do this themselves at Disadvantage).
This takes an hour and uses up 1 Scrap. On success, they heal HP equal to the roll.
Crit successes double HP gain, crit fails lose 1d10 HP. If someone used Jury Rigging to
heal them, it will still work but the repair will look pretty janky.

Panic: Instead of rolling on the normal Panic Table in the rulebook, roll on the excellent
Android Panic table on the Mothership website.

Roleplay Suggestions: Robots can be overly literal, unfeeling, and even programmed
with certain directives that they will not under any circumstances contravene. They may
also be subject to bugs and glitches. Pick or roll 1d10:

· Overseer: Programmed to follow corporate bylaws and log any violations thereof
conducted by people around them.
· Mole: Programmed with a secret mission they must carry out, Warden’s choice.
· Unnaturally Fast: Can take Advantage on Speed checks to move scarily fast. If
they do so, everyone who can see them must make a Fear check or gain 1d5
Stress.
· Onboard Encyclopedia: Advantage on all Intellect checks. If they fail a Sanity
save, it means they couldn’t find an explanation for what they just saw in their
database and are shaken to their core, gaining an additional +1d5 Stress.
· Interpreter: Advantage on rolls to find out if you know a foreign language (does
not apply to dead or ancient alien languages).
· Corporate Spy: Eyes function as Body Cams.
· Tactical Coordinator: Eyes have built in Heads-Up displays.
· Heavily Armored: Advantage on Armor saves, disadvantage on Speed checks.
· Removable Face: They have a second synthetic face in their inventory and can
swap faces by peeling one off and applying the other one. This is a careful
procedure that takes 10 minutes and freaks out anyone who sees it. Witnesses
must make a Fear save or gain 1d5 Stress.
· Built-In Equipment: One device from their starting loadout is physically installed
as a part of their body (player’s choice).
Binoculars
Bioscanner
Body Cam
Camping Gear
Crowbar
Cybernetic Diagnostic Scanner
Electronic Tool Set
Emergency Beacon
Field Recorder
First Aid Kit
Flashlight
Frag Grenade
Hazard Suit
Heads-Up Display
Infrared Goggles
Locator
Lockpick Set
Long-range Comms
Mag-Boots
Medscanner
MRE
Oxygen Tank
Pain Pills
Radio Jammer
Rebreather
Scalpel
Short-range Comms
Standard Battle Dress
Standard Crew Attire
Stimpak
Survey Kit
Vaccsuit
Vibechete
Water Filter

PISTOLS
WEAPON BONUS DAMAGE RANGE WEIGHT COST COMMENT
M4A3 Service Pistol +2 1 Medium 1/2 $200
.357 Magnum Revolver +1 2 Medium 1 $300
Rexim RXF-M5 EVA Pistol +1 1 Medium 1/2 $400 Armor piercing
Watatsumi DV-303 Bolt Gun – 3 Short 1 $400 Armor piercing,
single-shot

RIFLES
WEAPON BONUS DAMAGE RANGE WEIGHT COST COMMENT
Armat M41A Pulse Rifle +1 2 Long 1 $1,200 Armor piercing,
full auto, grenade
launcher
AK-4047 Pulse Assault Rifle – 2 Long 1 $500 Full auto
M42A Scope Rifle +2 2 Extreme 1 $1,000 Armor piercing
Armat Model 37A2 12 Gauge
Pump Action
+2 3 Short 1 $500 Armor doubled
SpaceSub ASSO-400
Harpoon Grappling Gun
– 1 Medium 1 $300 Armor doubled,
single-shot
Armat XM99A Phased
Plasma Pulse Rifle
– 4 Extreme 2 $20,000 Armor piercing,
Power Supply 5

HEAVY WEAPONS
WEAPON BONUS DAMAGE RANGE WEIGHT COST COMMENT
Armat U1
Grenade Launcher
+1 Blast 9 Long 1/2 $600 Can fire other
grenade types
Armat M41AE2
Heavy Pulse Rifle
+1 3 Extreme 2 $1,500 Armor piercing,
full auto
M56A2 Smart Gun +3 3 Long 3 $6,000 Armor piercing,
full auto
M240 Incinerator Unit – 2 Medium 1 $500 Fire Intensity 9
UA 571-C Sentry Gun +2 4 Extreme – $12,000 Armor piercing,
full auto, RANGED
COMBAT 8
G2 Electroshock Grenade – Stun Medium* 1/2 $400 Stun effect (–2)
*When used as a hand grenade.

AMMUNITION
One full reload for a firearm typically
costs about 5% of the cost of the weapon
itself.

CLOSE COMBAT WEAPONS


WEAPON BONUS DAMAGE RANGE WEIGHT COST COMMENT
Unarmed Attack – 1 Engaged – – Armor doubled
Blunt Instrument +1 1 Engaged 1 –
Knife – 2 Engaged 1/2 $50
Stun Baton +1 1 Engaged 1/2 $80 Stun effect,
Power Supply 5
Cutting Torch – 3 Engaged 1 $300 Armor piercing,
Power Supply 5

SUITS AND ARMOR


SUIT ARMOR RATING AIR SUPPLY WEIGHT COST COMMENT
M3 Personnel Armor 6 – 1 $1,200 Built-in comm unit
IRC Mk.50 Compression
Suit
2 5 1 $15,000 AGILITY –1,
Air Supply 5
IRC Mk.35 Pressure Suit 5 4 2 $2,000 Air Supply 4
Eco All-World Survival
Suit
4 6 2 $30,000
Weyland-Yutani APEsuit 3 4 1 $5,000 SURVIVAL +3
P-5000 Power Loader 3 – – $50,000 HEAVY MACHINERY and
CLOSE COMBAT +3

COMPUTER MAINFRAMES
MAINFRAME SKILLS COST
A.P.O.L.L.O. Comtech 5, Piloting 4, Observation 5 $2,000,000
MU/TH/UR 6000 Comtech 5, Piloting 5, Observation 5 $2,500,000
MU/TH/UR 6500 Comtech 6, Piloting 5, Observation 6 $3,500,000
MU/TH/UR 7000 Comtech 7, Piloting 6, Observation 7 $5,000,000
MU/TH/UR 9000 Comtech 10, Piloting 8, Observation 10, Ranged Combat 9
$50,000,000

DATA STORAGE
DEVICE WEIGHT COST EFFECT
Long-Data Disc 0 $30 Holds up to 10 zettabytes (ZB) of data
Magnetic Tape 0 $5 Holds up to 120 terabytes (TB) of data

DIAGNOSTICS AND DISPLAY


DEVICE WEIGHT COST EFFECT
Computer Terminal – Varies Access and process data (COMTECH roll)
PR-PUT Uplink Terminal 1 $9,000 Remote control spacecraft (COMTECH roll)
Seegson C-Series Magnetic
Tape Recorder
1/2 $50-
$100
Record and play music (MANIPULATION +1)
Samani E-Series Watch 0 $50 Tracks time, oxygen, and pressure levels
(SURVIVAL +1)
Personal Data Transmitter 0 $100 Monitors location and vitals
IFF Transponder 0 $250 Prevents Sentry Gun friendly fire
Data Transmitter Cards 0 $50 Transfer of audiovisual data
Seegson P-DAT 1/2 $500 Coordinate info for field teams
Seegson System Diagnostic
Device
1 $300 Troubleshoot computer systems
(COMTECH +2)
HoloTab – $100,000 Strategic analysis platform (COMMAND +2)
Modular Computing Device – $8,000 Full audiovisual holographic projector

VISION DEVICES
DEVICE WEIGHT COST EFFECT
Optical Scope 0 $60 Range increased one category
Hi-beam Flashlight 1/2 $45 Removes the effect of darkness in a zone
Binoculars 1/2 $100 Bonus +2 to OBSERVATION
M314 Motion Tracker 1 $1,200 See page 86. LONG range indoors.
M316 Motion Tracker 0 $3,000 See page 86. MEDIUM range indoors.
Head-Mounted Sight 1/2 $200 Remote control of Sentry Gun
Neuro Visor 1 $10,000 Monitor hypersleep patient
“Pups” Mapping Device 1 $50,000 each Scans one zone per Round
Seegson Microview-
2000SE
– $25,000 per
deck
Location tracking

TOOLS
DEVICE WEIGHT COST EFFECT
Watatsumi DV-303 Bolt
Gun
1 $400 HEAVY MACHINERY +2
Cutting Torch 1 $300 HEAVY MACHINERY +2, Power Supply 5
Maintenance Jack 1 $150 HEAVY MACHINERY +1
Electronic Tools 1/2 $250 COMTECH +1

MEDICAL SUPPLIES
DEVICE WEIGHT COST EFFECT
Personal Medkit 1/4 $50 MEDICAL AID +2
Surgical Kit 1/2 $25-$200 MEDICAL AID +1 to prevent death
Pauling MedPod – $2,000,000 MEDICAL AID 10
AutoDoc – $500,000 MEDICAL AID 6

PHARMACEUTICALS
SUBSTANCE WEIGHT COST EFFECT
Neversleep Pills 0 $2 STRESS LEVEL +1 per dose
Hydr8tion 0 $5 Removes Dehydration from hypersleep
Naproleve 0 $20 Reduces STRESS LEVEL to zero
Recreational Drugs 0 Varies Varies
X-drugs 0 Varies Varies

FOOD AND DRINK


SUSTENANCE WEIGHT COST EFFECT
Prefab Meal 1/4 $10 Food Supply +1
Water Bottle 1/4 $2–$100 Water Supply +1
“Bug Juice” Protein Drink 1/4 $5 Food and Water Supply +1
Carbonated Beverage 1/4 $2 Water Supply +1
Candy Bar 1/4 $2–$5 Food Supply +1
Coffee 0 Free–$1.50/cup STRESS LEVEL +1
Beer 1/4 $4 STRESS LEVEL –1 and –1 to all WITSbased
skills
Hard Liquor 1 $10–$500/ bottle STRESS LEVEL –1 and –1 to all WITSbased
skills for each glass
Colony Specialty Meals 1/4 $20–$300 Food Supply +1, STRESS LEVEL –1

VEHICLES
VEHICLE PASSENGERS MANEUVERABILITY SPEED HULL ARMOR COST
Daihotai Tractor 4 +0 2 6 4 $17,000
Weyland NR-9 ATV 1 +2 2 2 2 $3,000
M577 APC 13 +1 3 8 8 $500,000
Aerodyne Gyrocar 5 +3 3 4 3 $40,000
UD-4L Cheyenne VTOL
Dropship
15 +2 4 10 7 $3,100,000
WY-37B Cargo Lifter
Transport Sled
3 –1 3 12 4 $800,000

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