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GAME OVER

V0.3

By Michael Tresca
D20 System and D&D is a trademark of Wizards of the Coast, Inc.©. Alien, Aliens, Alien 3, and Alien
Resurrection are Copyright © 20th Century Fox. All Rights Reserved. Trademarks and copyrights are cited
in this document without permission. This usage is not meant in any way to challenge the rightful ownership of
said trademarks/copyrights. All copyrights are acknowledged and remain the property of the owners. This game
is for entertainment only. Timeline and planet information compiled by Scott Middlebrook. Creature statistics
based on an adaptation by Dan McAllister, 2001. This document utilizes the Alien League font.
You can get the latest version of this document at Talien's Tower, under the Freebies section.
This game contains spoilers about Aliens (movies, books, etc.). You have been warned!

2 – Aliens: Game Over


Table of Contents
Table of Contents ........................................................................................................................................3
Introduction..................................................................................................................................................6
Summary...................................................................................................................................................6
Campaign in Brief ....................................................................................................................................6
The Role of the Heroes............................................................................................................................6
Campaign Traits.......................................................................................................................................6
Timeline ....................................................................................................................................................7
Characters ..................................................................................................................................................12
Service Synthetics as PCs....................................................................................................................12
Alien Hybrids as PCs.............................................................................................................................13
Corporate Occupations .........................................................................................................................14
Military Occupations..............................................................................................................................16
Other Occupations.................................................................................................................................19
Feats and Powers ......................................................................................................................................20
New Feats ...............................................................................................................................................20
Psionics ..................................................................................................................................................21
Equipment ..................................................................................................................................................25
Armor ......................................................................................................................................................25
Weapons .................................................................................................................................................27
Handguns ...............................................................................................................................................28
Longarms................................................................................................................................................28
Melee Weapons ......................................................................................................................................28
Other Ranged Weapons ........................................................................................................................29
Heavy Weapons .....................................................................................................................................29
Grenades, Mines, Missiles, and Rockets.............................................................................................32
Ammunition ............................................................................................................................................35
Miscellaneous Equipment.....................................................................................................................36
Vehicles ..................................................................................................................................................39
Advanced Classes.....................................................................................................................................43
Aerospace Pilot......................................................................................................................................43
Close Combat Specialist .......................................................................................................................45
Corporate Representative .....................................................................................................................47
Engineer..................................................................................................................................................49
Guerilla Warfare Specialist ...................................................................................................................51
HARD Specialist.....................................................................................................................................53

Aliens: Game Over - 3


Heavy Weapon Specialist .....................................................................................................................55
Intelligence Specialist ...........................................................................................................................57
Machinegun Specialist ..........................................................................................................................59
Medical Technician ................................................................................................................................61
Navigator ................................................................................................................................................63
Recon Specialist ....................................................................................................................................64
Science Officer.......................................................................................................................................66
Starship Captain ....................................................................................................................................68
Space Travel ..............................................................................................................................................70
How It Works ..........................................................................................................................................70
Planets ....................................................................................................................................................71
Borodino Sector.....................................................................................................................................73
CSC Sector .............................................................................................................................................76
Earth Sector............................................................................................................................................79
Hyperdyne Sector ..................................................................................................................................81
Micor Sector ...........................................................................................................................................83
Outer Rim................................................................................................................................................86
Outer Veil ................................................................................................................................................86
New Eden Sector....................................................................................................................................86
Tartarus Sector ......................................................................................................................................88
Missions .....................................................................................................................................................91
Monsters.....................................................................................................................................................95
Aliens ......................................................................................................................................................95
Alien, Egg ...............................................................................................................................................98
Alien, Facehugger..................................................................................................................................99
Alien, Chestburster..............................................................................................................................101
Alien, Drone..........................................................................................................................................102
Alien, Praetorian ..................................................................................................................................103
Alien, Queen .........................................................................................................................................104
Alien Hybrid Template .........................................................................................................................110
Alien Hybrid, Ape .................................................................................................................................111
Alien Hybrid, Arachnid ........................................................................................................................111
Alien Hybrid, Bull .................................................................................................................................112
Alien Hybrid, Dog.................................................................................................................................112
Alien Hybrid, Killer Crab .....................................................................................................................113
Alien Hybrid, Mantis ............................................................................................................................113
Alien Hybrid, Night Cougar .................................................................................................................114
Alien Hybrid, Rhino..............................................................................................................................114
Alien Hybrid, Scorpion ........................................................................................................................115

4 – Aliens: Game Over


Alien Hybrid, Snake .............................................................................................................................115
Alien Hybrid, Terminator .....................................................................................................................116
Alien Hybrid, Wild Boar .......................................................................................................................117
Arcturian, Queen..................................................................................................................................117
Arcturian, Worker.................................................................................................................................118
Harvester, Burrowing ..........................................................................................................................119
Harvester, Carrier.................................................................................................................................119
Harvester, Drone ..................................................................................................................................120
Lacerta Worm .......................................................................................................................................120
Space Jockey .......................................................................................................................................121
Synthetics .............................................................................................................................................122
Synthetic, Alien ....................................................................................................................................123
Synthetic, Combat ...............................................................................................................................124
Synthetic, Sex ......................................................................................................................................125
Links .........................................................................................................................................................126
Books ....................................................................................................................................................126
Comics ..................................................................................................................................................126
DVDs......................................................................................................................................................126
Games ...................................................................................................................................................126
Music .....................................................................................................................................................126
Toys.......................................................................................................................................................126
Videos ...................................................................................................................................................126
Web........................................................................................................................................................127
About the Contributors ...........................................................................................................................128
Michael Tresca .....................................................................................................................................128
Scott Middlebrook................................................................................................................................128
Dan McAllister ......................................................................................................................................128
Other Works by Michael Tresca.............................................................................................................129
Open Gaming License Version 1.0a ......................................................................................................130
Open Game Content................................................................................................................................132

Aliens: Game Over - 5


Introduction
"You idiots. You still don't realize what you're dealing with. The Alien is a perfect organism. Superbly
structured, cunning, quintessentially violent. With your limited capabilities you have no chance against it."
– Ash, Alien
Aliens: Game Over is a Modern campaign against this backdrop that humans have finally
supplement. For more information about D20 encountered a life form more ruthless than
Modern, see Section 15 of the Open Gaming themselves.
License.
The first half of the supplement is suitable for The Role of the Heroes
players and Game Masters. The last half is for The United Systems Military Marine Corps is
Game Masters only. the ultimate arbiter of all conflicts. The Corps
acts as a parental figure, settling disputes,
Summary protecting colonists, and curbing the tide of
perpetual mercenary violence. Ironically, the
Aliens: Game Over is a role-playing game set
United Systems Military Marines are funded by
in the far future of exploration, where United
the Nations of Earth; now weak players in an
Systems Military Marines venture forth to meet
increasingly universal war.
extremely hostile alien life forms—and kill them.
Marines are few. They don't get the funding
Campaign in Brief that mercenaries do. When they do get funding,
it is highly concentrated in the hands of a select
It is a tumultuous time. Even as humanity
few groups. There are far too many problems in
expands, society implodes. Gone are the United
the galaxy for the United Systems Military
Nations, the United States; in their places are
Marines to deal with effectively.
Corporations.
Marines are proud. Rival mercenary
Corporate Law has become civil and criminal
Companies easily outnumber United Systems
justice and disputes are settled through open
Military Marines, but they simply don't have the
warfare. There are few standing armies and too
same specialized training. In a toe-to-toe mix up,
many military companies. The mercenary has
United Systems Military Marines win every time.
turned corporate overlord, waging only profitable
United Systems Military Marines can't be beat in
wars.
a straight up fight. Everyone knows it—
The United Systems Military Marine Corps is including the Marines, who are often perceived
viewed by many as an anachronistic as bullies by the colonists they protect.
peacekeeping force that is not effective in a
Marines are tough. United Systems Military
cutthroat society rife with greed and
Marines are the best the military world has to
backstabbing. Conversely, Corporate
offer. There are limitless opportunities for
mercenaries run free in a perpetual race to use,
conflict, and any marine worth his or her uniform
abuse, and recycle everything the universe has
has been in several firefights. It's easy to hand
to offer. Corporations are voracious consumers
a colonist a gun, but it's another thing entirely to
of natural resources, and the universe is their
have a Strike Force hunt and eliminate a hostile
feeding trough.
life form.
Weapons of mass destruction are too costly
and destructive to future resources to be useful Campaign Traits
in warfare.. While the capability for mass
The future of Aliens: Game Over is a bleak
destruction still exists, wars are fought on a
one, where megacorporations and mercenary
much smaller scale. Combined with the latest
companies run rampant. Yet there is an old
military technology, small groups of elite warriors
world nobility about the Marines Corps, who still
wreak havoc on their enemies.
embody the virtues of honor and loyalty.
The petty squabbles and internal bickering Perhaps most importantly, the Marine Corps has
have spilled over like a boiling pot onto the balls of titanium and is fearless in the face of any
universe, and humanity has just discovered foe—human or alien.
there are worse things than selfish greed. It is
6 – Aliens: Game Over
Background with bribery, assassinations and shortages of
th goods and services. A guerilla war erupted that
As the 20 century came to a close, multi-
lasted for five years. Although no weapons of
national Corporations rose in prominence.
mass destruction were used, the Earth and her
Global, without allegiance to any one nation,
people were changed forever.
these Corporations used the common
mercenary to wage small wars in an age where Out of the ashes of the war grew the
a nuclear explosion could spell certain doom for Interstellar Commerce Commission (ICC). The
the planet. ICC is a coalition of Corporations and Nations,
now on equal footing. Its purpose is to regulate
These new mercenaries specialized in
the Corporations and control the worst excesses
securitization, in globalizing worlds and ensuring
of their internecine warfare. The United Systems
political stability. They had detailed contracts,
Military Marine Corps was formed to enforce the
insurance benefits, even pensions and IRAs.
ICC’s decisions.
And of course, they had stock, especially in raw
materials. The Colonies were not intimidated by the
creation of the ICC. They saw the ICC as a
Corporations that worked only for money
needless concession to an outdated form of
ensured that mercenaries did their jobs, got
government. Some rebelled, the most
paid, and then got out. As the United Nations
noteworthy being the planet Alexandria, which
advanced and more countries become First
was too costly for the ICC to quell.
World powers, nuclear escalation became an
almost casual and ultimately deadly threat.
With destructive conflicts reduced to a Marine Corps
minimum, humanity entered the Age of Space. The Colonial Marine Corps was originally
The first invention was the Displacement Drive, culled from United States forces. It later evolved
a tool that allowed Corporations to travel easily into the United Systems Military Marine Corps,
to distant parts of the Solar System. which consists of people of all nations. Although
they come from many different backgrounds,
Soon after, the Jump Drive was developed,
they share the same training and doctrine.
allowing even further distances of exploration. It
Ironically, funding for the ICC, and by proxy the
didn't take long for exploration to mutate into
Marine Corps, is from the Corporations. Over
exploitation. The raw materials and staggering
time, more and more Corporations chose to hire
amount of biological diversity ripe for plundering
mercenaries instead of utilizing the Marine
were too good for Corporations to pass up.
Corps.
The search continued for the Next Great
The war amongst the Corporations is a fierce
Thing™. Terrestrial worlds are scoured of
competition, and the Marines are falling behind.
every valuable biological component. The
Their technology is not being updated and there
Corporation that gets there first usually takes the
are fewer recruits as many now prefer the more
spoils. The second Corporation to land sends in
profitable mercenary companies. For the USM
a mercenary team to catch up.
Marines, they truly have become the few and the
As the Corporations expand, they leave proud.
behind bases for research and study. Colonies
are established to support the needs of the Timeline
Corporations and to send back knowledge and
resources. With these new worlds come
opportunities for the entrepreneurial colonist. Colonial Marine Corps Campaign
A Colonial Marine Corps Campaign (CMCC)
In contrast, Earth has become something of a
takes place between the year 2165, when the
dump. The workers with better skills can afford
Colonial Marines were at their peak, through the
to leave the planet; those who are less wealthy
year 2180. Most of the rules in this supplement
stay behind. Education is an import, and
can be used during this time period. This
nobody wants to live on Earth.
campaign is most notable for the lack of Alien
Of course, it is inevitable that Corporations Hybrids that occur in later time periods.
vying for the same goals come into conflict. By
the time the United Nations recognized just how
powerful Corporations were, it was too late to United Systems Military Campaign
stop their growth. When the United Nations tried A United Systems Military Campaign (USMC)
to impose sanctions, the Corporations retaliated takes place from the year 2325 forward. This

Aliens: Game Over - 7


campaign includes Alien Hybrids and Autons. contains the fossilized remains of an unknown
Characters play similar roles as Marines in the alien species, and thousands of xenomorph
earlier campaign, but the understanding of and eggs. One of the xenomorph spores (a
experimentation with Aliens is considerably ‘facehugger’) attaches itself to Kane’s face and
more advanced. plants an embryo in his throat, which then
hatches, killing him. The hatchling (a
3.2 billion B.C: The Space Jockeys control
‘chestburster’) grows to over 7 feet tall and kills
much of the galaxy, including Earth (Destroying
Dallas and Engineer’s Mate Brett. Warrant
Angels).
Officer Ripley discovers that Weyland-Yutani
1.6 billion B.C: The Space Jockeys are wants the Alien specimen and the crew of the
nearly wiped out by the Aliens (Destroying Nostromo is considered expendable. It is
Angels). revealed Science Officer Ash is in fact a
Hyperdyne Systems 120-A/2 android, which has
1950: Dr. Daniel Ripley kills an alien Queen
been protecting the Alien. Ash attacks Ripley
in his hometown (Earth Angel).
and is rendered inoperative by Chief Engineer
2020: FTL travel is discovered (Elder Gods). Parker. The Alien kills Parker and Lambert as
they attempt to evacuate the Nostromo. Ripley
2084: Mining colony established by Omni programs the ship to self-destruct and escapes
Tech on Mira Ceti 4 (Elder Gods). on a shuttlecraft Narcissus with the ship’s cat
2090: Three World Empire, also known as Mr. Jones. The Alien also escapes on the
the Third World Empire, formed upon the United shuttle, but Ripley blows it out of the airlock,
Kingdom establishing settlements on Mars and effectively killing it (Alien).
Titan (The ALIEN Universe Timeline). 2130: A barge en route from an alien
2099: Aliens overrun the colony on Mira Ceti controlled planet goes derelict in Earth orbit
4 (Elder Gods). (Earth Hive).
2101: United States Colonial Marine Corps is 2137: Dr. Keitel locates a second derelict
formed (Colonial Marines Technical Manual). orbiting a planet in the Shambleau System
(Destroying Angels).
2103: Omni Tech rescue ship arrives at Mira
Ceti 4. They find 104 dead and 428 missing. 2138: An expedition is sent out to the second
Cause unknown (Elder Gods). derelict (Destroying Angels).
2104: United Americas is formed. Formed in 2140: Contact is lost with the expedition
2104 as a response to the United Kingdom team to the second derelict (Destroying Angels).
Three World Empire. The United Americas is 2142: Troop Rescue and Recovery locates
comprised of the North, Central and South Dr. Keitel on a once Jockey-controlled planet
American continents united under one (Destroying Angels).
government. However, certain duties remain the
responsibility of specific nations including the 2145 (October 19): A virus on board the
United States Colonial Marine Corp and USS Emerson starts killing the adult crew
starships retaining US in their title (USS, (Alchemy).
USCSS) rather than switching to 'UA.' The 2147 (April 1): The Emerson sets down on a
United Kingdom would eventually become part habitable planet and, led by the ship's synthetic,
of the UA prior to the year 2122 (Alien).
gradually builds a colony in the ensuing decades
2106 – 2108: Torin Prime Civil War occurs in (Alchemy).
Outer Rim Territories (The ALIEN Universe 2150: Vast advances are made with starship
Timeline). travel and FTL technology. Advances made in
2116: Nostromo is built (Colonial Marines the area of artificial intelligence. Gateway
Technical Manual). Dr. Lucien Keitel finds traces Station is constructed in orbit around Earth.
of xenomorphs 1.6 billion years old in Australia's Shuttlecraft Narcissus drifts unnoticed through
Great Desert (Destroying Angels). the Core Systems. Volcanic activity on LV-426
damages and partially buries the derelict
2122 (June 3-6): USCSS Nostromo spacecraft, previously investigated by the
encounters what is assumed to be a distress USCSS Nostromo (Alien).
signal emanating from the planetoid designated
LV-426, in the Zeta-2-Reticuli system. Captain 2157: Hadley's Hope is established (Aliens).
Dallas, Executive Officer Kane, and Navigator 2160: A construction barge crash-lands on
Lambert investigate a derelict spacecraft that
the Big Island of Hawaii, killing 100,000 people.

8 – Aliens: Game Over


New laws are passed, and the Coast Guard is Queen (along with an egg) stows away on the
tasked with cleaning up space junk orbiting drop-ship and attacks the group when they
Earth (Earth Hive). arrive back on the Sulaco. Bishop is torn in half.
Ripley manages to battle the Queen hand-to-
2165: The Colonial Marine Corp reaches a
hand using a powerloader and blows the Queen
peak 240,000 personnel at the end of the
out of the airlock (Aliens).
Tientsin campaign (Colonial Marines Technical
Manual). 2179 (August): The egg left. by the Alien
Queen on the USS Sulaco, hatches and
2175: Weyland Yutani scales back work on
impregnates Ripley while she is in hypersleep.
the correctional facility located on Fiorina 161,
Some of the facehugger’s acid blood causes a
reducing staff to a custodial level of 25.
fire, and the Sulaco’s main computer evacuates
Jonathan Clemens finishes his sentence and
the ship. The hypersleep chambers of Ripley,
remains as medical officer (Aliens).
Newt, Hicks, and Bishop are put on board
2179 (March - July): Shuttlecraft Narcissus Emergency Evacuation Vehicle (EEV) unit 2650.
is discovered by a deep salvage team, and Ellen It later crashes on Fiorina ‘Fury’ 161, an outer
Ripley and Mr. Jones the Cat are rescued veil mineral ore refinery and men's maximum-
(setting the record for the longest ever security correctional facility. Hicks and Newt are
hypersleep). Ripley’s stories about the Alien are killed in the crash and Bishop is rendered
widely ignored. Having had her flight status inoperative. Superintendent Harold Andrews
revoked, Ripley takes up residence aboard requests Weyland-Yutani immediately evacuate
Gateway Station, working with powerloaders in Ripley. Meanwhile the facehugger on the EEV
the loading docks. Ripley reluctantly agrees to impregnates, Spike, a dog belonging to Prisoner
accompany Burke and a Colonial Marine squad Thomas Murphy. The Alien attacks Prisoner
from 2nd Battalion, 9th Regiment to Acheron to Murphy who falls into a giant fan and is killed. It
investigate the USS Sulaco. Aliens attack the later attacks Prisoners Boggs and Rains, while
marines and Corporal Dietrich, Private Frost, Prisoner Golic escapes. Ripley reactivates
Private Crowe, Private Wierzbowski, Master Bishop who accesses the Sulaco’s flight
Sergeant Apone, and Private Drake are all killed recorder and tells her that the Alien was on
or captured during the assault. Ripley and lone board the Sulaco and is now on Fiorina. Shortly
surviving child colonist Newt, along with after, the Alien kills Medical Officer Jonathan
Lieutenant Gorman, Corporal Hicks, PFC Clemens. Before Ripley can alert Andrews, the
Hudson, and PFC Vasquez elect to take off and Alien also takes him. A number of prisoners are
nuke the entire colony from orbit, despite killed in a fire while attempting to trap the Alien.
Burke's protests. However drop-ship pilots, It is revealed that Ripley has an Alien Queen
Corporal Ferro and PFC Spunkmeyer are killed inside of her. The next attempt to kill the Alien
by an Alien, and the drop-ship crashes. The results in all the remaining prisoners deaths,
survivors join android/ synthetic/ artificial person apart from Prisoners Robert Morse and Leonard
Executive Officer L Bishop back at the main Dillon. Dillon is killed when he lures the Alien
colony, and seal themselves in against the into the refinery’s lead works. Prisoner Morse
Aliens. As the Atmosphere Processing station is dumps hot lead on the Alien, from which it
about to go critical (due to either Alien escapes. Ripley turns the sprinklers on it,
interference, smart-gun damage, or the drop- shattering the molten Alien into pieces. Michael
ship crash), the survivors on Acheron decide to Bishop, the human prototype for the Bishop
get Bishop to remote pilot the second drop-ship model androids, arrives on the starship Patna at
down to Acheron in order to escape. Meanwhile Fiorina just in time to see Ripley throw herself
Burke tries to get Alien specimens back to Earth into the refinery’s furnace in order to stop
by attempting to impregnate Ripley and Newt. Weyland-Yutani getting their hands on an Alien
They are saved, and as Burke is about to be specimen. Warder Francis Aaron is shot when
executed by Hicks, the Aliens attack. Ripley and he attacks Bishop. Genetic samples of Ripley
critically wounded Hicks escape through the are collected. The Fiorina 161 facility is closed
airshafts to the landing field to meet Bishop. The down and the sole survivor, Prisoner Morse is
Aliens capture Hudson, Burke, and Newt, while re-assigned. (Alien 3).
Vasquez and Gorman are killed during the
2179 (August 12): Space Command locates
evacuation. Ripley heads back into the
the empty Sulaco at O'Neill Station (Colonial
disintegrating processing station, rescues Newt
Marines Technical Manual).
and encounters the Alien Queen. Ripley and
Newt get back to the drop-ship and escape, only 2179 (September 15): After tracking the
seconds before the station explodes. The Alien Sulaco's route back to Acheron, two Alien

Aliens: Game Over - 9


specimens are obtained by Weyland Yutani from 2196 (September): Failed diplomacy with
the Derelict (Colonial Marines Technical last surviving Space Jockey (Dark Horse
Manual). Presents).
2180: Conestoga-class cruisers are 2197: Earth is slowly retaken and
decommissioned (Colonial Marines Tech repopulated. Christian Bloomer discovers Royal
Manual). Jelly (Music of the Spears).
2188: A plague sweeps through the town of 2198: Xeno-Zip - a synthetic version of Royal
Emerson (Alchemy). Jelly - is created by the Grant Corporation
(Genocide). Haunted by nightmares, Caryn
2189: A new research station is established
Delacroix, AKA Ash Parnall, helps a female
surrounding the Derelict on LV-426. It is later
Predator find and free her missing children,
destroyed when its atmosphere processor goes
while herself helping in the creation of a hybrid
critical, taking the Derelict with it (Aliens vs.
that is one third human, one third Alien, and one
Predator).
third Predator (The Deadliest of the Species).
2190: Androids with artificial blood and
2205: Ernst Kleist creates a genetically
memories developed (Female War).
modified Alien, dubbed the 'Rogue' (Rogue).
2192 (April 5): The Benedict leaves earth to
2206: The USS Melville and its complement
gain an Alien specimen from an alien-controlled
of Marines are destroyed trying to hunt down the
planet. However, an Alien Queen is already on
human/Alien mutant known as 'The Father'
Earth, where fanatical Alien worshippers free it.
(Colonial Marines).
Alien-Earth War begins (Earth Hive).
2207: Anthony Crespi is the sole survivor of
2192 (August): Multiple Alien nests in
his marine squad after a skirmish with Aliens
Madagascar are razed. Jakarta is obliterated by
(Labyrinth).
nuclear weapons after Aliens overrun it (Earth
Hive). 2212: After her ship crashes on a backwater
world, missionary Ann McKay helps a small
2193 (February): The Benedict arrives at the
group of colonists destroy an Alien that has
alien-controlled world, closely followed by a rival
been terrorizing them for the previous 9 months
ship - the K104. Earth is nearly completely
(Sacrifice).
infested at this point. The Australian continent is
completely quarantined (Earth Hive). 2216: Crespi investigates Dr. Church at the
Innominata (Labyrinth).
2193 (November): The Benedict returns to
Earth minus most of its complement, following 2217: Stan Mayakovsky creates the synthetic
encounters with the Aliens and the soldiers of Alien 'Norbert' and later dies on AR-32 during a
the K104 (Earth Hive). mission to gather Royal Jelly (Harvest). Goodwill
Games re-started. Grant Corporation sends a
2194 (May): Escaping an Earth overrun by
team to the Hiveworld previously visited by
Aliens, Corporal Wilks, Billie, and the synthetic
Ripley in 2195, to get Royal Jelly (Genocide).
Bueller (all formerly of the Benedict) travel to a
planetoid run by General Spears (Nightmare 2220: Second robotic alien, Jerry is created
Asylum). (Stronghold).
2194 (November): Spears tries to reclaim 2224: Damon Eddington dies creating the
Earth with specially bred and trained Aliens. He Symphony of Hate (Music of the Spears).
fails (Nightmare Asylum).
2225: Berserker squads employed to wipe
2195 (July): The Queen Mother is taken out alien hives. The Berserker squad assigned
from the Hiveworld by a group of marines led by to the Nemesis is decimated during a mission on
a woman claiming to be Ellen Ripley (Female Deep Space 949 (Berserker). Lara, Ellis and
War). Jess - formerly of the Nemesis - hook up with
Machiko Noguchi - formerly running with a pack
2196 (February): The Queen Mother is
of Predators - and escape the Alien infested
dropped off on Earth, near a pile of nukes left.
planet of Bunda (Aliens vs. Predator: War).
by one Dr Orona in Oregon (Female War).
2227: Strike force team tries to reclaim
2196 (August): Orona's bombs are
Salazar VII (Xenogenesis).
detonated (Female War).
2310: Legate Muir's oppressive reign in
Emerson comes to an end (Alchemy).

10 – Aliens: Game Over


2325: The android industry goes into a Wren, Private Vincent Distephano and the crew
decline (Alien Resurrection). of the Betty attempt to escape from the Auriga,
which is autopiloting back to Earth. During the
2340: Weyland-Yutani is bought out by Wal-
escape, Elgyn, Christie, and Hillard are killed or
Mart (Alien Resurrection).
captured. They encounter Ripley’s seven
2356: DNA samples belonging to Ellen previous clones, which Ripley destroys, and one
Ripley who died on Fiorina 161 some 177 years impregnated survivor from the Xarem transport
earlier are re-discovered by the United System named Lawrence Purvis. Wren turns on the
Military (Alien Resurrection). group and shoots Call, making his own way to
the Betty. It is revealed that Call is an Auton.
2360: In an attempt to revitalize the android Call accesses ‘Father’ (the Auriga’s computer)
industry, second generation androids or Autons
and adjusts its flight path so it will crash, rather
(androids designed by androids) are developed.
than land on Earth. Ripley is captured by the
The Autons rebel, a re-call is issued and only a
Aliens, while Call, Johner, Vriess, Distephano
few escape the ensuing massacre (Alien and Purvis make it to the Betty. However Wren
Resurrection). has beaten them already and threatens to kill
2371: Dr Mason Wren gains funding and Call unless she resets the Auriga’s flight path.
begins research on Ripley's DNA samples, in As Purvis’ embryo begins to emerge, he fights
the hopes of cloning an Alien (Alien Wren, placing Wren’s head over his chest. The
Resurrection). embryo hatches killing Purvis and Wren.
Distephano, Johner, and Call kill the
2379: Doctors Jonathan Gediman, Carlyn chestburster. Meanwhile, Ripley witnesses the
Williamson, Matt Kinloch, Yoshi Watanabe, birth of the Newborn, an Alien/Human hybrid.
Brian Clauss, Dan Sprague are assigned to the The Newborn kills the Alien Queen, and then
top secret medical research vessel USM Auriga comes after Ripley. Ripley races back to the
along with graduate Trish Fontaine. The first of Betty, just as is takes off. The Betty escapes as
the Ripley clones are created (Alien the Auriga crashes into southern Africa and
Resurrection). explodes. However the Newborn is on board the
2381 (January): The Betty intercepts a Betty, and it kills Distephano, then goes after
transport carrying workers to the planet Xarem. Call. Ripley manages to tame it momentarily,
The passengers are taken hostage. Doctors while flinging some of her own acidic blood on a
Wren and Gediman aboard the USM Auriga, porthole. The porthole disintegrates and the
stationed just beyond Pluto’s orbit and Newborn is sucked out. The Betty enters Earth’s
commanded by General Perez, successfully atmosphere (Alien Resurrection).
create a clone of Ellen Ripley on the eighth
attempt. The Alien Queen inside her is removed,
but some of their DNA mixes during the cloning
process. The Betty docks with the Auriga and
unloads its cargo. The abducted passengers are
impregnated with Alien embryos which hatch
shortly after, then escape and run amok through
the ship, killing or capturing most of the crew,
including General Perez. Ripley along with Dr

Aliens: Game Over - 11


Characters
"The A/2's always a bit twitchy. That could never happen now with our behavioral inhibitors. It is
impossible for me to harm, or by omission of action allow to be harmed, a human being."
– Bishop, Aliens

In the Aliens universe, USM Marines is the Gens, also known as Autons, revitalized it.
last remnants of resistance against the rise of Autons are Synthetics designed and built by
the machines. The weak, slow, and stupid have other Synthetics, meaning they are significantly
long since been weeded out. USM Marines more advanced. Autons pass as humans far
members are the toughest, savviest, and fastest more easily than normal Synthetics, as proved
humanity has to offer. As a result, all USM by Call, who was only discovered to be an Auton
Marines members have access to combat feats. when she was shot in the stomach by Wren and
began to bleed white blood. They are highly
Service Synthetics as PCs ethical and emotional, with complex
paradigmatic reasoning structures. For this
Synthetics are essentially robots that are
reason, they disliked being given orders. The
human in appearance. Synthetics were
government that sanctioned their development
developed by the early 22nd century to a degree
ordered a recall. Some escaped the purge,
where they were externally indistinguishable
including Call. Instead of revitalizing the
from a normal human being. Internally, the
synthetics industry, the Auton project buried it.
Synthetic’s body is laid out much like a human’s,
with an artificial skeleton and a white blood Power for a Synthetic is supplied by a 25kw
substitute, though instead of organs there are fuel cell with a life of approximately 400 days
machine parts, and instead of veins there are between refueling. Synthetic skeletal structure
wires. One of the original developers of suffers the same weaknesses as humans.
Synthetics was Hyperdyne Systems, which Synthetics actually wear out over time and
developed Synthetics such as Ash. require maintenance every two years. In most
cases of extreme damage, a partially destroyed
The United States Colonial Marine Corps
Synthetic can continue to function, albeit
later used Synthetics extensively, to the extent
handicapped.
where it was standard for a Synthetic to
accompany each ship. Though stronger, faster The majority of Synthetics in military service
and ultimately better coordinated than the appear as mature, average males or females
average human, Synthetics are rarely employed around 20 to 40 years of age.
in tactical positions. Instead they are used as
drivers for vehicles such as armored personnel +2 Strength, +2 Dexterity, +2 Intelligence,
carriers, pilots of crafts such as dropships and +2 Wisdom, -2 Constitution, -2 Charisma:
troop carriers, medics, scientific advisors and an Synthetics are structurally more fragile than
interacting database of information. humans, but are stronger, faster, smarter, and
more knowledgeable. Their single greatest
Synthetics are generally noted as having weakness when traveling with military troops is
passive, or neutral personalities, and also serve their passive behavior and lack of self-
the purpose of morale officer. Synthetics used awareness. Autons have the same statistics but
by the USCM are unable to harm, either directly do not suffer the Charisma bonus; their
or indirectly a human being, so where incapable personalities are indistinguishable from humans.
of firing a weapon at a human, and would strive
to save human life, whatever the cost. This was Base Hit Points: Synthetics are Medium-
not so for earlier models such as the Hyperdyne size and gain 2d10 base hit points from their
System 120 A/2, which are programmed for endoskeleton. The result of the dice roll is
specific tasks, but are often faulty. Michael added to the characters' maximum hit points for
Bishop was involved in the USCM Synthetic their first class level.
program as a designer. Medium-size: As Medium-size creatures,
In the late 23rd century, the Synthetic Synthetics have no special bonuses or penalties
industry was in a downturn. Developing Second due to their size.

12 – Aliens: Game Over


Base speed 30 feet: Synthetics move at the Missing, however, is the core emotional
same speed of humans. mechanism that defines humanity. Alien
Hybrids have difficulty interacting with other
Low-Light Vision: A Synthetic can see twice
human beings. They are also extremely
as far as a human in starlight, moonlight,
sensitive to Aliens.
torchlight, and similar conditions of poor
illumination. They retain the ability to distinguish +2 Strength, +2 Dexterity, +2 Constitution,
color and detail under these conditions. -2 Wisdom, -2 Charisma: Alien Hybrids are
stronger, faster, and sturdier than human
Two-Weapon Fighting: Due to their artificial
beings, but have difficulty adjusting to society.
brains and robotic bodies, Synthetics do not
Their relative inexperience (being clones)
favor one hand like organic beings. Synthetics
sometimes hampers their judgment.
receive the Two-Weapon Fighting feat for free.
Medium-size: As Medium-size creatures,
No lungs or stomach: Synthetics have no
Alien hybrids have no special bonuses or
sense of smell or taste, they do not eat or drink,
penalties due to their size.
do not breathe, and cannot ingest drugs.
Base speed 30 feet: Alien Hybrids move at
No Mind: Synthetics cannot be affected by
the same speed of humans.
any F/X that affect the mind. Although they are
capable of independent thought, the +2 racial bonus to Balance, Climb, and
psychological attacks of Aliens do not affect Jump checks: Alien Hybrids are physically
them. Synthetics are immune to fear and superior to humans in every way and it reflects
morale effects. in their physical skills.
Construct: As constructs, Synthetics are Acid Blood: Alien Hybrids have acidic blood
immune to poison, stunning, disease, subdual that is similar to their Alien parentage. See the
damage, and damage or drain to physical ability Acidic Blood section in the Monsters chapter for
scores. They are subject to critical hits but do more details.
not have minds per se and cannot be affected
Fast Healing: Alien Hybrids have fast
by mental abilities.
healing 1.
+2 racial bonus to Knowledge, Research,
Psionics: Alien Hybrids receive 1 power
and Treat Injury checks: Synthetics are
point per character level and can take psionic
programmed as walking databases and work
powers as feats.
with other computers to get answers on anything
and everything. ECL: 4. Alien Hybrids look like normal
people, but they don't act like them. They are
ECL: 4 (5 for Autons). Synthetics make for
cold, detached, and often confused by the world
interesting characters. Although they are
around them. Given enough time, an Alien
technically artificial life forms, they are very
Hybrid might eventually adapt, but few humans
similar to humans in a lot of ways due to their
give them a chance.
fragile physical structures.
Campaign: USMC.
Campaign: Synthetics, CMCC. Autons,
USMC.

Alien Hybrids as PCs


Doctors Wren and Gediman aboard the USM
Auriga successfully created a clone of Ellen
Ripley on the eighth attempt. "Ripley 8" was the
beginning of a long series of research dedicated
to taking advantage of the Aliens physiognomy
to create a form of super soldier.
Alien Hybrids are strong enough to punch
through metal doors and fling 300 lb. men
across a room with one hand. While they
possess red blood, it has acidic properties
similar to Aliens, although not as potent.
Hybrids have an amazing healing ability, even
regenerating scars.

Aliens: Game Over - 13


Knowledge (earth and life sciences), Knowledge
Corporate Occupations (technology), Sleight of Hand.
The corporate world has a lot to offer an
aspiring Corporate employee. They are better Bonus Feat: Select one of the following:
funded, if more corrupt, than government jobs. Builder, Cautious, Deceptive, Educated,
The nature of Corporations and their constant Gearhead, Renown, Stealthy, Studious, and
military work has also led to a new breed of Windfall.
mercenary.
Wealth Bonus Increase: +3.

Aerodyne, Inc. Employee Central Space Consortium (CSC)


Aerodyne was successful enough to lay
claim to the world previously known as Chalmer
Employee
3. It has since been renamed Aerodyne after it The CSC is one of the few Corporations to
was terraformed by the Corporation. Aerodyne openly defy government rule. It is actually a
specializes in aircraft and spacecraft technology, consortium of smaller Corporations all working
and works cooperatively with Weyland-Yutani. together. As a result, CSC's primary influence is
Recently, Aerodyne and Weyland-Yutani on Alexandria, where is it currently quarantined
opened the Arcturus Loop, a direct trade link from the rest of the universe. There is a
that does not run through Earth. This has mandatory four-year military/public service term
understandably upset Earth-bound Corporations for all citizens of Alexandria from the ages of 18
as well as the government. to 22. Most fulfill this requirement by working in
technical and trade institutions, on community
Prerequisite: Age 23+. support programs, and in the large terraforming
Skills: Choose two of the following skills as and community expansion projects.
permanent class skills. If a skill you select is Prerequisite: Age 18+.
already a class skill, you receive a +1
competence bonus on checks using that skill: Skills: Choose two of the following skills as
Craft (mechanical), Knowledge (business), permanent class skills. If a skill you select is
Knowledge (physical sciences), Knowledge already a class skill, you receive a +1
(technology), Navigate, Pilot, Repair, and competence bonus on checks using that skill:
Research. Craft (electronic), Craft (mechanical),
Knowledge (business), Knowledge (civics),
Bonus Feat: Select one of the following: Knowledge (current events), Knowledge
Builder, Cautious, Educated, Gearhead, (technology), Navigate, and Survival.
Studious, and Trustworthy.
Bonus Feat: Select one of the following:
Wealth Bonus Increase: +1. Cautious, Educated, Gearhead, Renown,
Studious, Trustworthy.
Bio-National Employee Wealth Bonus Increase: +2.
Bio-National, of all the Corporations, is a
prime example of the Corporate stereotype.
Bionational claims it has the sole patent on
Hyperdyne Systems Employee
Aliens for the Weapons Development Program. The Hyperdyne Corporation was the first to
They were the first to establish a hive (and an develop Synthetics, including the Hyperdyne
Alien Queen) on Earth. Bio-National will do System 120-A/2. Though their work was
anything to retain its stranglehold on Alien pioneering in the early 22nd century, many of
technology and is not above murdering people their Synthetics were flawed (e.g., Ash from
to get it. It is also the wealthiest and largest of Alien). Hyperdyne has always been in
the various groups. They have labs in Houston. competition with Weyland-Yutani, a competition
that almost blossomed into open warfare in the
Prerequisite: Age 23+. race to colonize new worlds. The crown jewel of
Skills: Choose two of the following skills as Hyperdyne's planets is Hilo, where secret
permanent class skills. If a skill you select is Synthetics research is performed. Amongst
already a class skill, you receive a +1 Hyperdyne's employees, there is no trace of
competence bonus on checks using that skill: dissent. Hyperdyne employees are taught that
Bluff, Computer Use, Craft (pharmaceutical), the ends justify the means. The rewards for
Forgery, Intimidate, Knowledge (business), those who succeed at Hyperdyne immense:

14 – Aliens: Game Over


wealth, power, and even access to illegal up most of Neo-Pharm's sins. That said, Neo-
technologies. Pharm ultimately had to make a deal with the
government after it was discovered that
Prerequisite: Age 23+.
synthetic Xeno-Zip turned some people into
Skills: Choose two of the following skills as killing machines.
permanent class skills. If a skill you select is
Prerequisite: Age 23+.
already a class skill, you receive a +1
competence bonus on checks using that skill: Skills: Choose two of the following skills as
Computer Use, Craft (electronic), Disguise, permanent class skills. If a skill you select is
Knowledge (behavioral sciences), Knowledge already a class skill, you receive a +1
(business), Knowledge (earth and life sciences), competence bonus on checks using that skill:
Knowledge (physical sciences), Knowledge Craft (chemical), Diplomacy, Knowledge
(technology), and Treat Injury. (business), Knowledge (civics), Knowledge
Bonus Feat: Select one of the following: (current events), Knowledge (technology).
Builder, Deceptive, Educated, Gearhead,
Bonus Feat: Select one of the following:
Renown, Stealthy, Studious, and Windfall.
Cautious, Deceptive, Educated, Gearhead,
Wealth Bonus Increase: +3. Renown, Studious.
Wealth Bonus Increase: +1.
Mercenary
These rules do not cover contracts, pay, and New Eden/JV Employee
other aspects of life working for a Corporation.
New Eden/JV exists primarily because of the
For a mercenary group similar to the pirate crew
discovery of the Earth-like planet of the same
of the Betty, see Mercenaries: Born of Blood by
name. The planet's early colonization increased
Michael Tresca. Mercenaries: Born of Blood
the riches of all the Corporations involved, who
includes mercenary history and experience
promptly founded a megacorporation to protect
tables, a new primary class (Professional), rules
their interests. Control of New Eden/JV is
on recruiting mercenaries, two new prestige
determined along democratic lines, with each
classes (Commercialist and Specialist), 48 new
member Corporation receiving votes based on
feats, exhaustive rules on creating contracts,
its wealth and rate of growth. Personnel on New
mercenary codes of conduct, a sample
Eden can easily change their employment from
headquarters, rules on creating mercenary
one member of New Eden/JV to another. This
companies, and two sample companies.
guarantees that everyone is well treated and
Skills: Choose two of the following skills as that real talent is rewarded. The good treatment
permanent class skills. If a skill the character afforded the employees of New Eden/JV has
selects is already a class skill, he or she prevented the Corporations from truly
receives a +1 competence bonus on checks maximizing their short-term profits. But because
using that skill. Balance, Climb, Drive, Forgery, of the wealth produced by the planet, New Eden
Gamble, Hide, Intimidate, Jump, Knowledge can afford to be lenient. Other Corporations feel
(streetwise), Move Silently, and Survival, Swim. that New Eden is an example of poor
management.
Bonus Feat: Select one of the following:
Brawl, Combat Martial Arts, Light Armor Prerequisite: Age 23+.
Proficiency, or Personal Firearms Proficiency.
Skills: Choose two of the following skills as
Wealth Bonus Increase: +3. permanent class skills. If a skill you select is
already a class skill, you receive a +1
competence bonus on checks using that skill:
Neo-Pharm Employee Craft (electronic), Craft (mechanical), fGather
Led by the infamous Daniel Grant, Neo- Information, Investigate, Knowledge (business),
Pharm is credited with creating the first strains of Knowledge (civics), Knowledge (current events),
Xeno-Zip. Xeno-Zip was touted as a legitimate Knowledge (technology).
"upper" for Earth's depressed citizens. Its main Bonus Feat: Select one of the following:
ingredient is Royal Jelly, but Neo-Pharm tried to Cautious, Educated, Gearhead, Renown,
create a synthetic version that had some nasty Studious, Trustworthy.
side effects. Neo-Pharm employees know a lot
about chemicals, a little about public relations, Wealth Bonus Increase: +1.
and not much else. With a CEO and Chairman
like Daniel Grant, his cult of personality covers
Aliens: Game Over - 15
Tradex Consortium Employee other organizations that dealt in similar areas,
including the Interstellar Commerce Commission
Tradex is superficially similar to Eden/JV.
and the Extrasolar Colonization Administration.
Like Eden/JV, it is a consortium of smaller
The Bio-Weapons Division became a prominent
Corporations. It is base out of Micor, the richest
division in the late 22nd century, when news of
of the colonies. Tradex has a vast corps of
Aliens on Acheron reached Earth. It took over
scientists and researchers, graduates of
the world of Relitor and renamed it after the
Tradex's chain of universities on Earth. These
Corporation. Walmart, a similar corporation in
schools represent the highest education
the late 23rd century and early 24th century,
possible for Earth's billions and allow Tradex to
bought out Weyland-Yutani.
hand pick the best talent. On graduation, the
students are offered positions with Tradex with Prerequisite: Age 23+.
the promise that, if they are successful, they can
Skills: Choose two of the following skills as
move to Micor. Driven by youthful optimism and
permanent class skills. If a skill you select is
courage, many students take the offer. These
already a class skill, you receive a +1
students in turn are leased out to smaller
competence bonus on checks using that skill:
Corporations, where they work in the most
Bluff, Computer Use, Craft (chemical), Craft
advanced scientific projects. Tradex receives a
(electronic), Craft (mechanical), Craft
share of the proceeds form these projects and
(pharmaceutical), Craft (structural), Demolitions,
passes on a small percentage of the rewards on
Disable Device, Knowledge (business),
to its employees.
Knowledge (physical sciences), Knowledge
Prerequisite: Age 23+. (technology).
Skills: Choose two of the following skills as Bonus Feat: Select one of the following:
permanent class skills. If a skill you select is Builder, Educated, Gearhead, Renown,
already a class skill, you receive a +1 Studious, Windfall.
competence bonus on checks using that skill:
Computer Use, Knowledge (behavioral Wealth Bonus Increase: +3.
sciences), Knowledge (business), Knowledge
(civics), Knowledge (current events), Knowledge Military Occupations
(earth and life sciences), Knowledge (history),
Knowledge (physical sciences), Knowledge
(tactics), Knowledge (technology), Research.
U.S. Colonial vs. USM
Despite superficial differences, it is entirely
Bonus Feat: Select one of the following: possible to play Aliens: Game Over using these
Cautious, Educated, Gearhead, Renown, rules for the Colonial Marine Corps (like the
Studious. Marines from Aliens). The USM Marine Corps is
Wealth Bonus Increase: +1. simply a more diverse and recent incarnation.
The differences between the two groups are
superficial but telling: Colonial Marines are more
Weyland-Yutani Employee American-centric and culled from the Americas
Weyland-Yutani is a large corporation based rather than an international force.
on Earth and operating throughout the 22nd and
23rd centuries. Originally Japanese and
American in origin, Weyland-Yutani, often called
Marine Organization
The Company by its employees, grew to be one The Marine Corp operates under the direct
of the largest conglomerated corporations on the orders of Space Command, with command
planet, mainly because it was so versatile, posts at Houston, TX and O'Neill station, L-4
dealing in many areas such as Bio-Weapons, Earth-Lunar System. It is organized into Marine
manufacturing, correctional facilities, Space Forces: Sol, with responsible for
terraforming, mining, brewing and freight. It also operations through the core systems; Eridani,
had a few defense contracts under the military. with responsibility out along the Chinese and
The corporation went through something of a American colonized arms; and Herculis, with
shakeup in the mid-22nd century changing it’s responsibility for the fringes of the Network. The
name slightly (adding a ‘d’ on Weylan) and Marine Space Forces (MSF) is part of the
making a dramatic change to its corporate logo. Aerospace Force fleets and is subject to control
All Weyland-Yutani employees stationed on of the fleet commanders.
board starships required ICC licenses. In fact, The Marine Aerospace Wing is the
Weyland-Yutani had close affiliations with many aerospace element of the MSF. A typical Marine

16 – Aliens: Game Over


aerospace wing operates 300 dropships, 30 Tech Sergeant
heavy-lift shuttles, and 100 strikeships. Master Sergeant
Lieutenant
The USCM Starlift Command is an allied Captain
branch of the USAF Transport Command. Major
Starlift Command is essentially an administrative Lieutenant Colonel
organization, arranging for the attachment of Colonel
USASF transports to fulfill individual missions. Commander
Where additional USASF vessels are required
for escort, space control and aerospace support,
Colonial Marine transports and assault vessels Experienced NPCs and PCs will have a
come under the command of the USAF fleet variety of military experiences. To find the type
commander. For missions that do not require of service the character participated in, choose
USASF support, transports remaining under or roll on the Type of Service table. Then, roll
USCM command. The three major classes of the character's rank on the below table. This
ships employed by Starlift Command include the table has the potential to unbalance a character
Conestoga class light assault ship, the and should be used only at the Game Master's
Henderson Field class transport, and the discretion.
Okinawa class assault carrier. D100 Marine Experience
The Marine Division is the basic ground 01-27
You never really see combat, despite the
element of the MSF. Two squads, led by a supposed adventure inherent in your profession.
28-48 You see combat and fight well.
Sergeant and riding with a driver in an M577
Armored Personnel Carrier, make up a section. 49-52
You see combat and fight exceptionally well.
In a drop operation, a UD-4 dropship is attached Gain a rank.
You were captured and imprisoned. Lose one
to the section from the Aerospace company 53-56
permanent point of Constitution.
team. You gain a reputation for being a great Marine,
57-60 regardless of whether or not it's actually earned.
The key component of the Marine Division is You gain one permanent point of Charisma.
the Strike Team. A Strike Team consists of four You see action and flee cowardly. You lose one
61-64
Marines, including a Corporal, a Lance Corporal, permanent point of Charisma.
and two Privates/Privates First Class. Each Everyone in your company but you is
Strike Team divides into two-man fireteams: the 65-68 slaughtered. The image never leaves your
mind. You lose one permanent point of Wisdom.
Rifle Team and the Gun Team. The Rifle team Your actions cause you to be demoted. Lose
consists of a pair of riflemen assigned together 69-72
one rank.
on the "buddy" system, both equipped with the You are forced to lead after your leader is killed.
M41 pulse rifle. The Gun Team is made up of a 73-81 Gain one permanent Wisdom point from the
rifleman with an M41 and a Machinegun experience.
Your tour leads you to contract a disease. Roll
Specialists carrying the automatic M56 smart 82-82 1d6: 1: blinding sickness, 2: cackle fever, 3: filth
gun. fever, 4: mindfire, 5: red ache, 6: the shakes.
Necessity is the mother of invention. Your
Two sections, led by a lieutenant, form a rifle experience on the battlefield teaches you a new
platoon. All told, this constitutes up to 25 83-84
skill. Gain 1d4 skill points and spend them on
Marines. Platoons commonly carry one or two an appropriate battlefield skill.
Synthetics in a technical or scientific role. When 85-86
You acquire a masterwork weapon or armor as
on Corporate business, Marines are part of your loot. Choose one.
You see things that would snap the mind of a
accompanied by a Corporate representative. 87-88
normal man. Gain a +1 to all Will saving throws.
The weaponry available to a platoon includes Your experience in battle hardens you. Gain a
89-90
+1 to all Fortitude saving throws.
eight M240 flamethrowers, eight UA-571 remote
You are shell-shocked. Lose a –1 to all Will
sentry guns, two M78 PIG phased plasma guns 91-92
saving throws.
or M5 rocket-propelled grenade launchers, 18 Your war wounds make you stiff. Lose a –1 to
93-94
M83 SADAR anti-tank smart rockets, and one all Reflex saving throws.
M402 multiple-launch fire-support mortar. You have an old war wound that never quite
95-96
Sensor equipment is also provided to provide heals. Lose a -1 to all Fortitude saving throws.
97-100 You see a lot of action. Roll twice on this table.
surveillance of up to 1,000 meters.
USM Marine Ranks
Private Auxiliary
Corporal Marines wield the latest in weapons
Sergeant technology. In the battlefield, weapons jam,
Staff Sergeant armor cracks, and vehicles break down. That's

Aliens: Game Over - 17


where the Auxiliary Branch comes in. Its Bonus Feat: Select one of the following:
primary purpose is to repair and maintain Brawl, Combat Martial Arts, Light Armor
weapons and vehicles that support the Marine Proficiency, or Personal Firearms Proficiency.
Line Infantry. In a pinch, they can act as infantry.
Wealth Bonus Increase: +2.
Prerequisite: Age 18+.
Skills: Choose two of the following skills as Marine Officer
permanent class skills. If a skill you select is
already a class skill, you receive a +1 Marine Officers are upper class, highly
competence bonus on checks using that skill: educated tactical strategists. Marines must
Computer Use, Disable Device, Craft have completed a tour of duty and served in
(electronic), Craft (mechanical), Craft both the Auxiliary and Infantry. Officers are
(structural), Drive, Knowledge (technology), inducted at the Officer Candidates School at
Pilot, Repair, Research. Camp Barrett, Quantico, VA. The Marines
continue the ancient tradition of accepting
Bonus Feat: Select one of the following: officers from the "Blue Water" naval academy at
Aircraft. Operation, Builder, Gearhead, Personal Annapolis, as well as the USAF Aerospace
Firearms Proficiency, Surface Vehicle School at Gateway station. After basic training,
Operation, or Vehicle Expert. officers pursue their specialty (see the Advanced
Wealth Bonus Increase: +2. Classes chapter for more details).
Prerequisite: Auxiliary and Marines Line
Infantry occupations; Age 30+.
Marine Garrison Infantry
Skills: Choose two of the following skills as
This unit of the Marine Corps consists of the
permanent class skills. If a skill you select is
lowest-quality troops. As a result, it has the
already a class skill, you receive a +1
least demanding missions. The Garrison's
competence bonus on checks using that skill:
primary function is security on military bases and
Bluff, Diplomacy, Gather Information,
garrison worlds. When necessary, they act as
Knowledge (tactics), Sense Motive.
backups to the Marine Line Infantry.
Bonus Feat: Select one of the following:
Prerequisite: Age 18+.
Light Armor Proficiency, Personal Firearms
Skills: Choose two of the following skills as Proficiency, Renown, or Trustworthy.
permanent class skills. If a skill you select is
Reputation Bonus Increase: +2.
already a class skill, you receive a +1
competence bonus on checks using that skill: Wealth Bonus Increase: +2.
Listen, Search, Sense Motive, Spot.
Bonus Feat: Select one of the following: Staff Officer
Alertness, Attentive, Light Armor Proficiency, or
Personal Firearms Proficiency. Straight out of Staff College, Staff Officers
lead because they paid the entrance fees. They
Wealth Bonus Increase: +1. spend 4 years rather than 6 in the field. They are
not popular with grunts.
Marine Line Infantry Prerequisite: Age 28+.
Line Infantry Marines are what most civilians Skills: Choose two of the following skills as
encounter when they encounter Marines. They permanent class skills. If a skill you select is
are deployed in small units called Strike Teams. already a class skill, you receive a +1
The Auxiliary Branch supports Line Infantry competence bonus on checks using that skill:
Marines. Line Infantry Marines are the first ones Bluff, Diplomacy, Gather Information,
in, last ones out, and have a shorter-than- Knowledge (any), Sense Motive.
average lifespan as a result.
Bonus Feat: Select one of the following:
Prerequisite: Age 18+. Educated, Light Armor Proficiency, Personal
Firearms Proficiency.
Skills: Choose two of the following skills as
permanent class skills. If a skill you select is Reputation Bonus Increase: +1.
already a class skill, you receive a +1
Wealth Bonus Increase: +3.
competence bonus on checks using that skill:
Balance, Climb, Drive, Intimidate, Jump, Move
Silently, Survival, Swim.
18 – Aliens: Game Over
Other Occupations Prerequisite: Age 15+.
Skills: Choose two of the following skills as
Prisoner permanent class skills. If a skill the character
selects is already a class skill, he or she
There are far too many people with this non- receives a +1 competence bonus on checks
occupation. Due to the perpetual squabbling using that skill. Disable Device, Disguise,
between Corporations and the Nations, the Forgery, Gamble, Hide, Knowledge (streetwise),
definition of a crime is ever evolving. Prisoners Move Silently, Sleight of Hand.
get caught up in the mix; a few are genuinely
guilty. It is common to use prisoners as laborers Bonus Feat: Select either Brawl or Personal
or, alternately, drop them on prison planets like Firearms Proficiency.
Fiorina 161. Wealth Bonus Increase: 0.

Aliens: Game Over - 19


Feats and Powers
"I can feel it behind my eyes. I can hear it moving."
– Ripley 8, Alien Resurrection

a hard time moving, much less fighting, in high


New Feats gravity.
These feats are appropriate for both USM
and CMC campaigns. Effect: The character operates in these
environments with no penalty to Attack or Skill
checks, and moves at Full Speed.
Blind Angle Burst [GENERAL] Normal: Characters without this feat in light
Used during close combat, a flame burst gravity take a –2 circumstance penalty on attack
from a M240 can be bounced off facing walls or rolls and Balance, Ride, Swim, and Tumble
surfaces to attack an enemy around a blind checks. All items weigh half as much. Projectile
corner. weapon ranges double, and characters gain a
+2 circumstance bonus on Climb and Jump
Prerequisites: Point Blank Shot, Precise
checks.
Shot.
Benefit: If the character has a solid,
relatively smooth surface on which to bounce a Low-G Maneuvering [GENERAL]
flame (such as a street or a concrete wall), and The character is practiced at moving and
a target within 10 feet of that surface, the fighting effectively in gravities from .8 to .1 G.
character may ignore cover between the Characters with no special training have a hard
character and the target. However, the character time moving, much less fighting, in low gravity.
receives a –2 penalty on his or her attack roll,
and the character’s attack deals –1 die of Effect: The character operates in these
damage. environments with no penalty to Attack or Skill
checks, and moves at Full Speed.
Special: The surface doesn’t have to be
perfectly smooth and level; a brick wall or an Normal: Characters without this feat in light
asphalt road can be used. The target can have gravity take a –2 circumstance penalty on attack
no more than nine-tenths cover for a character rolls and Balance, Ride, Swim, and Tumble
to attempt a Blind Angle Burst. checks. All items weigh half as much. Projectile
weapon ranges double, and characters gain a
+2 circumstance bonus on Climb and Jump
High Angle Flame [GENERAL] checks.
The wielder increases the range of the M240
by making a high angle shot and firing the flame Wetshot [GENERAL]
up at an angle of about 45 degrees. The
burning fuel then descends onto the target in an By switching the nozzle burner off, a M240
arc. In this way, shots can be made up to a can fire a stream of thickened fuel at the enemy,
range of 50 meters. which mists as it reaches the end of its
trajectory. When the nozzle burner is clicked
Prerequisites: Far Shot. back on, a subsequent shot can ignite the fuel
vapor, creating an intense fireball.
Benefit: The wielder can extend the range of
the M240 flamethrower to 150 feet. Prerequisites: Far Shot.
Benefit: The wielder of the M240 must make
High-G Maneuvering [GENERAL] a touch attack with the flamethrower on the first
round. On the second round the wielder spends
The character is practiced at moving and
his action to ignite the fuel. So long as the target
fighting effectively in gravities from 1.1 G and
is within range, everything between the wielder
higher. Characters with no special training have

20 – Aliens: Game Over


and target (including the target), bursts into Target: One humanoid of Medium-size or
flames, ignoring cover and disallowing any smaller
Reflex save. This automatically sets fire to the Duration: 1 round/level (D)
area and can quickly burn out of control. Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3
Zero-G Maneuvering [GENERAL]
The character is practiced at moving and The subject stands mentally paralyzed,
fighting effectively in micro gravity (less than .1 unable to take any actions. The brain locked
G, also called “zero G”). The character is subject is not stunned (so attackers get no
practiced at moving and fighting effectively in special advantage). He or she can defend
micro gravity. Characters with no special training against physical attacks (Dexterity bonus to
will be spending all their time trying to stay Defense still applies), but otherwise can’t move,
oriented. If a character without experience or and can’t use psionic powers.
training in micro gravity gets involved in a fight,
he doesn’t stand much of a chance. Even if his A brain locked flyer cannot flap its wings and
opponent doesn’t kill him, the character could falls. A swimmer can’t swim and may drown.
send him spinning off into infinity by not
adjusting for the recoil of his weapon.
Demoralize (De)
Prerequisites: Dex 13+, Low-G
Telepathy (Cha) [Mind-Affecting]
Maneuvering
Level: Psion 1
Effect: The character operates in these Display: Ol, Me
environments with no penalty to Attack or Skill Manifestation Time: 1 action
checks, and is able to deal with weapons that Range: Medium (100 ft. + 10 ft./level)
have recoil more effectively. The character must Area: Several living creatures, no two of which
still make a Reflex Save to use a weapon with are more than 15 ft. apart
Recoil, but he suffers only half the normal Recoil Duration: 1 minute/level
penalty to his Save, and is only considered Flat- Saving Throw: Will negates
Footed if he fails, not prone. Power Resistance: Yes
Power Points: 1
Normal: Characters without this feat move at
1/4 Speed, suffer -6 to Attack and Skill checks,
modified by their Dex Modifier. Also, if the The manifester’s enemies a receive a –1
character is using a weapon with a Recoil morale penalty on all saving throws, attack rolls,
Rating, he must make a Reflex Save each round and skill checks. Allies are unaffected.
he attacks with that weapon (DC 15, modified by
the weapon’s Recoil), or be considered prone,
floating away in a random direction each round Domination (Do)
until he is able to either grab onto a solid object Telepathy (Cha) [Compulsion, Mind-
or make a Balance check (DC as above +5) to Affecting]
right himself. Also, if the character is forced to Level: Psion 4
make a Reflex save for any reason and fails, he Display: Me
suffers the above result. Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Psionics Target: One humanoid of Medium-size or
These psionics are appropriate for both USM smaller
and CMC campaigns. The psionics are primarily Duration: 1 day/level
limited to Alien queens. However, Alien hybrids Saving Throw: Will negates
can take each psionic power (in order of level) Power Resistance: Yes
as a feat. Power Points: 7

The manifester can control the actions of any


Brain Lock (BL) humanoid of Medium-size or smaller. The
Telepathy (Cha) [Mind-Affecting] manifester establishes a telepathic link with the
Level: Psion 2 subject’s mind. If the manifester and the subject
Display: Vi, Ma share a common language, the manifester can
Manifestation Time: 1 action generally force the subject to perform as he or
Range: Medium (100 ft. + 10 ft./level) she desires, within the limits of the subject’s
Aliens: Game Over - 21
abilities. If no common language is shared, the final day of the time period to notice that the
manifester can only communicate basic subject seems unaccountably dour and fatalistic.
commands. The manifester knows what the
The difficulty of the save depends on how
subject is experiencing but does not receive
well you know the subject.
direct sensory input from him or her.
Will Save
Subjects resist this control, and those forced Knowledge
Modifier
to take actions against their natures receive a None1 +10
new saving throw with a bonus of +1 to +4, Secondhand (you have heard of the
+5
subject)
depending on the type of action required.
Firsthand (you have met the subject) +0
Obviously self-destructive orders are not carried Familiar (you know the subject well) –5
out. Once control is established, the range at 1 You must have some sort of connection to a creature you
which it can be exercised is unlimited, as long as have no knowledge of.
the manifester and subject are on the same
plane. The manifester need not see the subject When the urge has grown to an
to control it. overpowering psychosis (after 1d4 days), the
subject seeks out an Alien egg and submits to
implantation. If the subject goes through with a
Empathy (E) method but fails to be implanted, he or she can
Telepathy (Cha) [Mind-Affecting] make another Will save against the original DC
Level: Psion 1 to break the compulsion. Otherwise, the urge
Display: Me secretly grows again over 1d4 days, and the
Manifestation Time: 1 action cycle repeats.
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Concentration, up to 1 minute/level Greater Telempathic Projection
(D) (GTP)
Saving Throw: Will negates Telepathy (Cha) [Charm, Mind-Affecting]
Power Resistance: Yes Level: Psion 1
Power Points: 1 Display: Vi
Manifestation Time: 1 action
The manifester detects the surface emotions Range: Unlimited
of any creature he or she can see that is in Area: One living creature
range. The character can sense basic needs, Duration: 1 minute/level
drives, and emotions. Saving Throw: Will negates
Power Resistance: Yes
Power Points: 2
Greater Prey Call (GPC)
Telepathy (Cha) [Compulsion, Mind- The manifester can alter the subject’s mood.
Affecting] An affected creature feels the new emotion, but
Level: Psion 5 telempathic projection cannot radically change
Display: Me (detectable only by victim) its emotional state. Instead, the power adjusts its
Manifestation Time: 1 action emotions by one step.
Range: Unlimited
Target: One living creature The difficulty of the save depends on how
Duration: Instantaneous well you know the subject.
Saving Throw: Will negates Knowledge Will Save Modifier
Power Resistance: Yes None1 +10
Power Points: 9 Secondhand (you have heard of the
+5
subject)
Firsthand (you have met the subject) +0
The manifester plants a hidden death-urge Familiar (you know the subject well) –5
1 You must have some sort of connection to a creature you
impulse in the subject’s unconscious. The have no knowledge of.
impulse slowly takes root and reinforces itself in
the subject’s mind over a period of 1d4 days.
The subject’s conscious mind remains The manifester can grant up to a +1 bonus
completely unaware of the death urge secretly on his or her own (or others’) attempts at Bluff,
swelling within. The subject’s companions, if Diplomacy, Intimidate, and Perform actions with
any, may each make one Wisdom check on the affected creatures, assuming the manifester

22 – Aliens: Game Over


Weapons
Rate
Damage Wealth
Weapon Damage Crit Range of Magazine Size Weight
Type DC
Fire
Handguns (require the Personal Firearms Proficiency feat)
18/Mil
Pistol (M4A3) 1d10 X3 Ballistic 100 ft. S 12 mag Small 2 lb.
(+3)
Longarms (require the Personal Firearms Proficiency feat)
18- 16/Mil
Pulse Rifle (M41A) 2d8+4 Ballistic 200 ft. S, A 99 box Medium 11 lb.
20 (+3)
Laser, Light (UA 571- 17/Mil
3d10 X2 Fire 200 ft. S 20 cell Large 8 lb.
D) (+3)
22/Mil
Scope Rifle (M42A) 2d12 20 Ballistic 120 ft. S, A 15 mag Large 9 lb.
(+3)
Submachinegun 18/Res
2d6 20 Ballistic 40 ft. S, A 20 box Large 7 lb.
(TA01) (+2)
Heavy Weapons (each requires a specific Exotic Firearms Proficiency feat)
21/Mil
Gatling Gun, 20mm 3d12 20 Ballistic 150 ft. A 100 box Huge 90 lb.
(+3)
22/Mil
Gatling Gun, 25mm 4d12 20 Ballistic 400 ft. A 100 box Huge 100 lb.
(+3)
Grenade Launcher, 18/Mil
Varies - - 60 ft. 1 1 int. Medium 6 lb.
30mm (M79) (+3)
Grenade Launcher, 18/Mil
Varies - - 80 ft. 1 1 int. Large 6 lb.
40mm (UA 571-F) (+3)
Laser, Medium 23/Mil
3d10 X2 Fire 200 ft. 1 20 cell Large 8 lb.
(M2025) (+3)
25,000 23/Mil
Laser, Heavy (M820) 6d10 X2 Fire 1 15 cell Gargantuan 500 lb.
ft. (+3)
Machinegun, Medium 20/Mil
2d6 x2 Ballistic 300 ft. A 400 box Large 14 lb.
(M56 Smart Gun) (+3)
Machinegun, Heavy 21/Mil
3d6 X2 Ballistic 400 ft. A 100 box Huge 20 lb.
(M292) (+3)
Mortar, Multiple Launch 3.5 25/Mil
9d6 20 Ballistic 2 rds Huge 91 lb.
(M402) miles (+3)
Mortar, Single Launch 2.2 20/Mil
8d6 20 Ballistic 1 rd Huge 47 lb.
(M112) miles (+3)
Particle Beam Cannon, 23/Mil
6d8 X2 Fire 500 ft. 1/2 1,500 cell Huge 65 lb.
Light (+3)
Particle Beam Cannon, 50,000 27/Mil
10d8 X2 Fire 1/2 3,000 cell Gargantuan 800 lb.
Heavy ft. (+3)
Phased Plasma 25/Mil
8d10 X2 Fire 500 ft. 1/2 3,000 cell Huge 65 lb.
Cannon, Light (+3)
Phase Plasma Cannon, 26/Mil
9d10 X2 Fire 600 ft. 1/2 3,000 cell Huge 70 lb.
Medium (M78) (+3)
Phase Plasma Cannon, 50,000 27/Mil
10d10 X2 Fire 1/2 3,000 cell Gargantuan 800 lb.
Heavy (M270) ft. (+3)
18- 16/Mil
Pulse Rifle (UA 571-C) 2d8+4 Ballistic 200 ft. S, A 99 box Medium 11 lb.
20 (+3)
Rocket Launcher, 15/Mil
Varies - - 400 ft. 4 16 Large 15 lb.
Multiple (LAU-190/A) (+3)
Rocket Launcher, 15/Mil
Varies - - 150 ft. 1 1 int. Large 6 lb.
Single (M83A2) (+3)
14/Mil
RPG Launcher (M5) Varies - - 70 ft. 1 1 int. Large 5 lb.
(+3)
Tank Cannon, Heavy () 10d12 20 Ballistic 150 ft. Single 1 Huge - -
Tank Cannon, Medium
8d12 20 Ballistic 125 ft. Single 1 Huge - -
()
Tank Cannon, Light () 6d12 20 Ballistic 100 ft. Single 1 Huge - -
Simple Weapons (require the Simple Weapons Proficiency feat)
Club 1d6 20 Bludgeoning 10 ft. - - Med 3 lb. 5/Mil (+3)
19-
Combat Knife 1d4 Piercing 10 ft. - - Tiny 1 lb. 7/Mil (+3)
20
Other Ranged Weapons (Weapon Proficiency feat needed given in description)
17/Mil
Flamethrower (M240) 3d6 - Fire 90 ft. 1 10 int. Large 5 lb.
(+3)

Aliens: Game Over - 27


requiring a Listen check (DC 15) to locate the
Handguns source of the gunfire.
Ammunition is fed from a 15 round magazine
Pistol (M4A3) inserted beneath the stock of the rifle. The
The standard sidearm for Marines, this 9mm M252 HEAP round has a maximum effective
automatic, recoil-operated pistol weighs no more range of 2,950 meters. The factory standard
than 0.95 kg, with a full magazine of 12 rounds M250 smart gun round can also be used, with a
included. reduced range of 2,000 meters. A combined,
multi-spectral twenty-power passive sensor
Longarms scope is mounted over the receiver.
The scope display shows a composite image
Pulse Rifle (M41A) based on visual, infrared, and electromagnetic
emissions. The scope increases the range
The Armat M41A is a 10mm pulse-action air-
increment by one-half (multiply by 1.5).
cooled automatic assault rifle, the basic rifle of
However, to use a scope a character must
the Marine Corps. The standard service variant
spend an attack action acquiring his or her
has an over-and-under configuration that
target. If the character changes targets or
incorporates a PN 30mm ump-action grenade
otherwise lose sight of the target, he or she must
launcher. A 3x power AN/RVS-52 CCD
reacquire the target to gain the benefit of the
television sight can be optionally fitted to the
scope. The scope works in darkness -- the user
carrying handle.
sees through it as if he or she had the darkvision
The M41A fires the standard US M309 10mm ability granted by night vision goggles.
x 24 round. This ammunition comprises a 210-
The scope is accompanied by a PARGET
grain projectile embedded with a rectangular
control system, able to connect the rifle into the
caseless propellant block of Nitramine 50. The
local sentry gun matrix. It takes one round to
standard M41 ammunition clip holds up to 99
acquire a new target. Thereafter, PARGET
M309 rounds in "U" bend conveyor, which feeds
bestows a +1 equipment bonus on all attack
the rounds mechanically into the rotating breech
rolls.
mechanism. An LED display just below the
receiver indicates the remaining ammo. A
Lithium battery in the carrying handle provides Submachinegun (TA01)
electrical power for the gun's motor mechanism.
The battery is good for 10,000 rounds and can Developed by Tradex, this 9mm
be recharged from a rifle rack or with a portable submachinegun is carried by security forces and
power clip. Marines patrolling highly populated colonies. It is
primarily a low penetration weapon that is meant
to minimize the risk to bystanders and
Pulse Rifle (UA 571-C) structures.
The UA 571-C is a portable remote sentry
weapons system. It weighs 19.6 kg and can be Melee Weapons
assembled in just under 150 seconds. The UA
571-C mounts a pulse action gun, using the Club
M250 10mm x 28 HEAP round. It queries
Almost anything can be used as a club. This
targets using the Identification Friend/Foe (IFF)
includes everything from baseball bats to lead
transponder which all Marines and their vehicles
pipes.
carry.

Scope Rifle (M42A) Combat Knife


A character can select the Weapon Finesse
The M42A scope rifle is a 10mm pulse action
feat to apply his or her Dexterity modifier instead
semi-automatic rifle employed as the primary
of Strength modifier to attack rolls with a knife.
sniper weapon by the Marines. It has a high
degree of interchangeability with the M41,
capable of using the standard 10mm x 28
caseless rounds. Barrel options include a flash
suppressor or a muzzle brake for long-range
shooting. When using the suppressor, it’s
difficult to tell where the sound is coming from,
28 – Aliens: Game Over
Other Ranged Weapons Grenade Launcher, 30mm (M79)
This 30mm grenade launcher comprises a
Flamethrower (M240) barrel, breech and a four round internal
magazine, which is charged by hand pumping
The M240A1 is a lightweight, carbine-format individual grenade cartridges into the
flamethrower designed for use in close combat. mechanism.
It shoots a 5-foot-wide, 90-foot-long line of flame
that deals 3d6 points of fire damage to all
creatures and objects in its path. No attack roll is Grenade Launcher, 40mm (UA
necessary, and thus no feat is needed to 571-F)
operate the weapon effectively. Any creature
caught in the line of flame can make a Reflex This version of the grenade launcher is
save (DC 15) to take half damage. Creatures mounted on the UA 571-D remote sentry
with cover get a bonus on their Reflex save. weapons system.

The M240A1's ammunition has hardness 5


and 5 hit points. When wielded, the M2401A1 Laser, Light (UA 571-D)
has a Defense equal to 9 + the wielder's This 20-megawatt HF laser is usually
Dexterity modifier + the wielder's class bonus. A mounted on the UA 571-D remote sentry
M240A1 reduced to 0 hit points ruptures and weapons system.
explodes, dealing 6d6 points of fire damage to
the wearer (no save allowed) and 3d6 points of
splash damage to creatures and objects in Laser, Medium (M2025)
adjacent 5-foot squares (Reflex save, DC 15, for
The Republic Dynamics M2025 is a 40-
half damage).
megawatt free electron laser. The power source
Once the target is hit, fuel droplets from the of the Boyars is a 6-megawatt hydrogen fuel cell
flamethrower stick and continue to burn, capable of powering 3,000 firings before
inflicting 1d6 points of fire damage each refueling. Because of the power usage, it
subsequent round until the flames are usually is fired in sequence with another Boyars.
extinguished. A fire engulfing a single creature Each gun carries up to 1000 rounds of
or object can be doused or smothered as a full- ammunition. Maximum effective range is
round action. Discharging a fire extinguisher is a dependent upon the ambient atmospherics, but
move action and instantly smothers flames in a it can reach 4,000 meters in ideal conditions. In
10-foot-by-10-foot area. "dazzle" mode, the beam is used to burn out
enemy optical/infrared sensors or blind
A flamethrower can shoot 10 times before infantrymen and pilots, has a low output (20 KW
the fuel supply is depleted. Refilling or replacing to 50 KW). In "pulse" mode, the beam is pulsed
a fuel pack has a purchase DC of 13. at full power at the target. Damage is caused by
the mechanical impulse of the beam as it
Heavy Weapons superheats the target area.

Gatling Gun, 20mm (M579) Laser, Heavy (M820)


This 20mm gatling gun is mounted on an
The M820 is a rapid-pulsing 80-megawatt
M570-series armored chassis. The M579 can
free-electron laser that employs the beam both
track and defeat even hypervelocity threats up to
as a lidar to acquire and track the target and
1,500 m away by filling the air with high
also as a high-energy attack. Against missiles,
explosive and armor penetrating shells.
the M820 can be fired in a continuous wave to
blind optical instruments as well as troops.
Gatling Gun, 25mm (RE700)
The Republic Electric gatling gun uses a long Machinegun, Medium (M56 Smart
magazine that unleashes leaden fury on
anything its path. It fires so quickly that only the
Gun)
muzzle flash designates where it's aiming. The The awesome M56A2 is an automatic squad
effects on its targets are much more visible. support weapon that requires a weapon harness
so one Medium-size mercenary can carry it. It
has a floating breech mechanism chambered,
and can devastate targets at both long and short

Aliens: Game Over - 29


Weapons
Rate
Damage Wealth
Weapon Damage Crit Range of Magazine Size Weight
Type DC
Fire
Handguns (require the Personal Firearms Proficiency feat)
18/Mil
Pistol (M4A3) 1d10 X3 Ballistic 100 ft. S 12 mag Small 2 lb.
(+3)
Longarms (require the Personal Firearms Proficiency feat)
18- 16/Mil
Pulse Rifle (M41A) 2d8+4 Ballistic 200 ft. S, A 99 box Medium 11 lb.
20 (+3)
Laser, Light (UA 571- 17/Mil
3d10 X2 Fire 200 ft. S 20 cell Large 8 lb.
D) (+3)
22/Mil
Scope Rifle (M42A) 2d12 20 Ballistic 120 ft. S, A 15 mag Large 9 lb.
(+3)
Submachinegun 18/Res
2d6 20 Ballistic 40 ft. S, A 20 box Large 7 lb.
(TA01) (+2)
Heavy Weapons (each requires a specific Exotic Firearms Proficiency feat)
21/Mil
Gatling Gun, 20mm 3d12 20 Ballistic 150 ft. A 100 box Huge 90 lb.
(+3)
22/Mil
Gatling Gun, 25mm 4d12 20 Ballistic 400 ft. A 100 box Huge 100 lb.
(+3)
Grenade Launcher, 18/Mil
Varies - - 60 ft. 1 1 int. Medium 6 lb.
30mm (M79) (+3)
Grenade Launcher, 18/Mil
Varies - - 80 ft. 1 1 int. Large 6 lb.
40mm (UA 571-F) (+3)
Laser, Medium 23/Mil
3d10 X2 Fire 200 ft. 1 20 cell Large 8 lb.
(M2025) (+3)
25,000 23/Mil
Laser, Heavy (M820) 6d10 X2 Fire 1 15 cell Gargantuan 500 lb.
ft. (+3)
Machinegun, Medium 20/Mil
2d6 x2 Ballistic 300 ft. A 400 box Large 14 lb.
(M56 Smart Gun) (+3)
Machinegun, Heavy 21/Mil
3d6 X2 Ballistic 400 ft. A 100 box Huge 20 lb.
(M292) (+3)
Mortar, Multiple Launch 3.5 25/Mil
9d6 20 Ballistic 2 rds Huge 91 lb.
(M402) miles (+3)
Mortar, Single Launch 2.2 20/Mil
8d6 20 Ballistic 1 rd Huge 47 lb.
(M112) miles (+3)
Particle Beam Cannon, 23/Mil
6d8 X2 Fire 500 ft. 1/2 1,500 cell Huge 65 lb.
Light (+3)
Particle Beam Cannon, 50,000 27/Mil
10d8 X2 Fire 1/2 3,000 cell Gargantuan 800 lb.
Heavy ft. (+3)
Phased Plasma 25/Mil
8d10 X2 Fire 500 ft. 1/2 3,000 cell Huge 65 lb.
Cannon, Light (+3)
Phase Plasma Cannon, 26/Mil
9d10 X2 Fire 600 ft. 1/2 3,000 cell Huge 70 lb.
Medium (M78) (+3)
Phase Plasma Cannon, 50,000 27/Mil
10d10 X2 Fire 1/2 3,000 cell Gargantuan 800 lb.
Heavy (M270) ft. (+3)
18- 16/Mil
Pulse Rifle (UA 571-C) 2d8+4 Ballistic 200 ft. S, A 99 box Medium 11 lb.
20 (+3)
Rocket Launcher, 15/Mil
Varies - - 400 ft. 4 16 Large 15 lb.
Multiple (LAU-190/A) (+3)
Rocket Launcher, 15/Mil
Varies - - 150 ft. 1 1 int. Large 6 lb.
Single (M83A2) (+3)
14/Mil
RPG Launcher (M5) Varies - - 70 ft. 1 1 int. Large 5 lb.
(+3)
Tank Cannon, Heavy () 10d12 20 Ballistic 150 ft. Single 1 Huge - -
Tank Cannon, Medium
8d12 20 Ballistic 125 ft. Single 1 Huge - -
()
Tank Cannon, Light () 6d12 20 Ballistic 100 ft. Single 1 Huge - -
Simple Weapons (require the Simple Weapons Proficiency feat)
Club 1d6 20 Bludgeoning 10 ft. - - Med 3 lb. 5/Mil (+3)
19-
Combat Knife 1d4 Piercing 10 ft. - - Tiny 1 lb. 7/Mil (+3)
20
Other Ranged Weapons (Weapon Proficiency feat needed given in description)
17/Mil
Flamethrower (M240) 3d6 - Fire 90 ft. 1 10 int. Large 5 lb.
(+3)

Aliens: Game Over - 27


requiring a Listen check (DC 15) to locate the
Handguns source of the gunfire.
Ammunition is fed from a 15 round magazine
Pistol (M4A3) inserted beneath the stock of the rifle. The
The standard sidearm for Marines, this 9mm M252 HEAP round has a maximum effective
automatic, recoil-operated pistol weighs no more range of 2,950 meters. The factory standard
than 0.95 kg, with a full magazine of 12 rounds M250 smart gun round can also be used, with a
included. reduced range of 2,000 meters. A combined,
multi-spectral twenty-power passive sensor
Longarms scope is mounted over the receiver.
The scope display shows a composite image
Pulse Rifle (M41A) based on visual, infrared, and electromagnetic
emissions. The scope increases the range
The Armat M41A is a 10mm pulse-action air-
increment by one-half (multiply by 1.5).
cooled automatic assault rifle, the basic rifle of
However, to use a scope a character must
the Marine Corps. The standard service variant
spend an attack action acquiring his or her
has an over-and-under configuration that
target. If the character changes targets or
incorporates a PN 30mm ump-action grenade
otherwise lose sight of the target, he or she must
launcher. A 3x power AN/RVS-52 CCD
reacquire the target to gain the benefit of the
television sight can be optionally fitted to the
scope. The scope works in darkness -- the user
carrying handle.
sees through it as if he or she had the darkvision
The M41A fires the standard US M309 10mm ability granted by night vision goggles.
x 24 round. This ammunition comprises a 210-
The scope is accompanied by a PARGET
grain projectile embedded with a rectangular
control system, able to connect the rifle into the
caseless propellant block of Nitramine 50. The
local sentry gun matrix. It takes one round to
standard M41 ammunition clip holds up to 99
acquire a new target. Thereafter, PARGET
M309 rounds in "U" bend conveyor, which feeds
bestows a +1 equipment bonus on all attack
the rounds mechanically into the rotating breech
rolls.
mechanism. An LED display just below the
receiver indicates the remaining ammo. A
Lithium battery in the carrying handle provides Submachinegun (TA01)
electrical power for the gun's motor mechanism.
The battery is good for 10,000 rounds and can Developed by Tradex, this 9mm
be recharged from a rifle rack or with a portable submachinegun is carried by security forces and
power clip. Marines patrolling highly populated colonies. It is
primarily a low penetration weapon that is meant
to minimize the risk to bystanders and
Pulse Rifle (UA 571-C) structures.
The UA 571-C is a portable remote sentry
weapons system. It weighs 19.6 kg and can be Melee Weapons
assembled in just under 150 seconds. The UA
571-C mounts a pulse action gun, using the Club
M250 10mm x 28 HEAP round. It queries
Almost anything can be used as a club. This
targets using the Identification Friend/Foe (IFF)
includes everything from baseball bats to lead
transponder which all Marines and their vehicles
pipes.
carry.

Scope Rifle (M42A) Combat Knife


A character can select the Weapon Finesse
The M42A scope rifle is a 10mm pulse action
feat to apply his or her Dexterity modifier instead
semi-automatic rifle employed as the primary
of Strength modifier to attack rolls with a knife.
sniper weapon by the Marines. It has a high
degree of interchangeability with the M41,
capable of using the standard 10mm x 28
caseless rounds. Barrel options include a flash
suppressor or a muzzle brake for long-range
shooting. When using the suppressor, it’s
difficult to tell where the sound is coming from,
28 – Aliens: Game Over
Other Ranged Weapons Grenade Launcher, 30mm (M79)
This 30mm grenade launcher comprises a
Flamethrower (M240) barrel, breech and a four round internal
magazine, which is charged by hand pumping
The M240A1 is a lightweight, carbine-format individual grenade cartridges into the
flamethrower designed for use in close combat. mechanism.
It shoots a 5-foot-wide, 90-foot-long line of flame
that deals 3d6 points of fire damage to all
creatures and objects in its path. No attack roll is Grenade Launcher, 40mm (UA
necessary, and thus no feat is needed to 571-F)
operate the weapon effectively. Any creature
caught in the line of flame can make a Reflex This version of the grenade launcher is
save (DC 15) to take half damage. Creatures mounted on the UA 571-D remote sentry
with cover get a bonus on their Reflex save. weapons system.

The M240A1's ammunition has hardness 5


and 5 hit points. When wielded, the M2401A1 Laser, Light (UA 571-D)
has a Defense equal to 9 + the wielder's This 20-megawatt HF laser is usually
Dexterity modifier + the wielder's class bonus. A mounted on the UA 571-D remote sentry
M240A1 reduced to 0 hit points ruptures and weapons system.
explodes, dealing 6d6 points of fire damage to
the wearer (no save allowed) and 3d6 points of
splash damage to creatures and objects in Laser, Medium (M2025)
adjacent 5-foot squares (Reflex save, DC 15, for
The Republic Dynamics M2025 is a 40-
half damage).
megawatt free electron laser. The power source
Once the target is hit, fuel droplets from the of the Boyars is a 6-megawatt hydrogen fuel cell
flamethrower stick and continue to burn, capable of powering 3,000 firings before
inflicting 1d6 points of fire damage each refueling. Because of the power usage, it
subsequent round until the flames are usually is fired in sequence with another Boyars.
extinguished. A fire engulfing a single creature Each gun carries up to 1000 rounds of
or object can be doused or smothered as a full- ammunition. Maximum effective range is
round action. Discharging a fire extinguisher is a dependent upon the ambient atmospherics, but
move action and instantly smothers flames in a it can reach 4,000 meters in ideal conditions. In
10-foot-by-10-foot area. "dazzle" mode, the beam is used to burn out
enemy optical/infrared sensors or blind
A flamethrower can shoot 10 times before infantrymen and pilots, has a low output (20 KW
the fuel supply is depleted. Refilling or replacing to 50 KW). In "pulse" mode, the beam is pulsed
a fuel pack has a purchase DC of 13. at full power at the target. Damage is caused by
the mechanical impulse of the beam as it
Heavy Weapons superheats the target area.

Gatling Gun, 20mm (M579) Laser, Heavy (M820)


This 20mm gatling gun is mounted on an
The M820 is a rapid-pulsing 80-megawatt
M570-series armored chassis. The M579 can
free-electron laser that employs the beam both
track and defeat even hypervelocity threats up to
as a lidar to acquire and track the target and
1,500 m away by filling the air with high
also as a high-energy attack. Against missiles,
explosive and armor penetrating shells.
the M820 can be fired in a continuous wave to
blind optical instruments as well as troops.
Gatling Gun, 25mm (RE700)
The Republic Electric gatling gun uses a long Machinegun, Medium (M56 Smart
magazine that unleashes leaden fury on
anything its path. It fires so quickly that only the
Gun)
muzzle flash designates where it's aiming. The The awesome M56A2 is an automatic squad
effects on its targets are much more visible. support weapon that requires a weapon harness
so one Medium-size mercenary can carry it. It
has a floating breech mechanism chambered,
and can devastate targets at both long and short

Aliens: Game Over - 29


ranges. The smart gun has an on-board pays out up to 150 meters, long enough to keep
computer that assists in the tracking and firing. It the operator safely away from the missile.
selects targets and also uses the servos in the
The M112 has a sophisticated site that
harness to aim the weapon. When firing a burst
provides the gunner of the weapon a +3 to hit.
with the M56A2, the Marine receives a +1
Using a scope is an attack action.
equipment bonus to the next attack for each
successful hit. Therefore, a M56A2 burst firing
three rounds would receive a +1 bonus after the Particle Beam Cannon, Light
first round hit and a +2 bonus after the second
round hit. This machinegun fires five-round The 20 MeV turboalternator powered
bursts. A standard drum magazine holds 100 charged particle beam cannons fire for up to 50
rounds and a propellant cartridge is good for 200 seconds, with 300 kg of deuterium tankage to
shots. provide particle beam mass.

Machinegun, Heavy (M292) Particle Beam Cannon, Heavy


Mounted on the M292, this 41-caliber 158 The 800 MeV turboalternator powered
mm tube can launch six rounds in under ten Neutral Particle Beam weapon is capable of
seconds, putting the last round into flight before disabling a target's electronics and
the first has impacted the target. instrumentation at ranges up to 100,000 km.
Sufficient deuterium exists for up to 230 seconds
of firing.
Mortar, Multiple Launch (M402)
The M402 is a 80mm twin-tube launcher fed Phased Plasma Cannon, Light
from an automatic round rotary magazine.
Though portable, the entire system weighs (MW Boyars PARS 150)
nearly 70 kg and must be transported by a least The power source of the Boyars is a 6-
three Marines. megawatt hydrogen fuel cell capable of
powering 3,000 firings before refueling.
A skilled crew can fire this potent weapon Because of the power usage, it usually is fired in
once per round, delivering sustainable fire sequence with another Boyars. Each gun
(especially when used in groups) on forward carries up to 1000 rounds of ammunition.
targets. Since this weapon may be Maximum effective range is dependent upon the
disassembled, its weight may be divided ambient atmospherics, but it can reach 4,000
between the three-man crew that operates it. A meters in ideal conditions.
skilled crew (5 ranks in the Artillerist skill) may
assemble this weapon as a full-round action. A
common tactic with this weapon is to position Phased Plasma Cannon, Medium
several mortar behind a hill to gain cover from
direct fire (the mortar can fire over the hill at no
(M78)
penalty). The M78 PIG is a man-portable anti-armor
weapon. It weighs 15.2 in its entirety. The M78
The M402 has a sophisticated site that is a 15 MW phased plasma system firing
provides the gunner of the weapon a +2 to hit. vaporized Cadmium Telluride pellets from a 30
Using a scope is an attack action. round feed. The penetrating power is such that
is it rumored to be able to penetrate a heavy
tank at 1,000 m.
Mortar, Single Launch (M112)
The M112 Hypervelocity Intelligence Missile,
Anti-Tank (HIMAT) is a man-portable battlefield Phased Plasma Cannon, Heavy
mortar with a range of over 5,000 m. The core (M270)
element of the system is a 11.3 kg single-round
self-contained disposable launcher, which The M270 is a mobile phased plasma gun
comes with its own bipod stand and baseplate. capable of engaging line-of-sight targets with
It can be set to command or autonomous exceptional accuracy and lethality. It is one of
configurations, which are in turn connected to a the few air defense weapons in service packing
APS-100 Fire Controller. In direct offense, the sufficient kinetic punch to destroy an artillery
M112 can be fired immediately using a passive round in flight.
infrared imaging sight and active ultrasonic
motion tracker known as the SR-90. The cable
30 – Aliens: Game Over
Rocket Launcher, Multiple (LAU- damage). Because its explosive features a
shaped charge designed to penetrate the armor
190/A) of military vehicles, the SADAR ignores up to 10
This 16-tube launcher is usually mounted on points of hardness if it strikes a vehicle, building,
the UD-4 Cheyenne dropship. It works with the or object. However, this only applies to the
Mk. 16 150mm Banshee 70 system to fire spin- target struck, not to other objects within the burst
stabilized rockets. Each rocket has a fluted radius. The M38A2 has a minimum range of 30
exhaust nozzle with three spring-mounted wrap- feet. If fired against a target closer than 30 feet
around fins at the rear. The Mk. 16 model has a away, it does not arm and will not explode. The
high-impulse rocket motor, giving a burnout Exotic Firearms Proficiency (rocket launchers)
velocity in excess of 1800 meters per second. feat applies to this weapon.
This provides excellent sand-off range and
accuracy in its air-to-surface role. It has an
onboard targeting computer that provides a +3 Rocket-Propelled Grenade
bonus to attack rolls when a target has been Launcher (M5)
acquired.
The M5 is a rocket propelled grenade system
with a small reloadable shoulder-launcher.
Rocket Launcher, Single (M83A2) Sighted visually, the system has an accurate
range of approximately 400 m and a maximum
The M38A2 Shoulder-launched Active-
range of around 2,000 m.
homing Disposable Anti-tank Rocket (SADAR) is
a one-shot anti-armor weapon capable of These grenades look like huge bullets an
engaging enemy vehicles at ranges of up to inch and a half across. Attacking with an M5 is
1,000 m. It is fully disposable and uses an IR identical to throwing an explosive: you make a
seeker mounted on the rocket's nose. Since ranged attack against a specific 5-foot square
SADAR is an open-chambered weapon, (instead of targeting a person or creature). The
backblast must be taken into account of at least differences between using the M5 and throwing
10 meters. an explosive lie in the range of the weapon
(which far exceeds the distance a hand grenade
When the SADAR hits its target, it explodes
can be thrown) and the fact that the M5 requires
like a grenade or other explosive, dealing its
a weapon proficiency to operate without penalty.
10d6 points of damage to all creatures within a
The Exotic Firearms Proficiency (grenade
10-foot radius (Reflex save DC 18 for half
launchers) feat applies to this weapon.

Aliens: Game Over - 31


Grenades, Mines, Missiles, and Rockets
Damage Burst Reflex Range Wealth
Weapon Damage Critical Size Weight Restriction
Type Radius DC Increment DC
Grenade,
1d6 - Bludgeoning 15 ft. 10 5 ft. Small 1 lb. 10 Mil (+3)
Baton (M230)
Grenade,
Fragmentation 4d6 - Slashing 20 ft. 15 10 ft. Tiny 1 lb. 15 Mil (+3)
(M51A)
Grenade,
Canister 2d6 - Ballistic 60 ft. 15 5 ft. Small 1 lb. 15 Mil (+3)
(M108)
Grenade,
6d6 - Ballistic 15 ft. 12 10 ft. Small 2 lb. 17 Mil (+3)
HEAP (M38)
Grenade, HEF
3d6 - Slashing 15 ft. 15 10 ft. Tiny 1 lb. 16 Mil (+3)
(M40)
Grenade,
Starshell 1d6 - Bludgeoning - 10 30 ft. Small 2 lb. 10 Mil (+3)
(M721A1)
Grenade, WPI
2d6 - Fire 45 ft. 12 10 ft. Small 2 lb. 15 Mil (+3)
(M60)
Mine, Anti-
8d6 20 Piercing 40 ft. 20 0 ft. Small 6 lb. 16 Mil (+3)
Armor (M862)
Mine, Anti-
Personnel 5d6 20 Slashing 20 ft. 15 0 ft. Small 2 lb. 10 Mil (+3)
(M760)
Mine,
Bounding 6d6 20 Slashing 100 ft. 20 10 ft. Small 3 lb. 13 Mil (+3)
(M5A3)
Mine,
Claymore 6d6 20 Slashing 20 ft. 15 0 ft. Small 3 lb. 12 Mil (+3)
(M20)
Missile, AGM
10d12 20 Ballistic 20 ft. 20 300 ft. Large 600 lb 38 Mil (+3)
(204A)
Missile, AGM
10d12 20 Ballistic 20 ft. 20 150 ft. Huge 550 lb. 40 Mil (+3)
(220C)
Missile, AIM
6d12 20 Ballistic 5 ft. 20 150 ft. Large 200 lb. 23 Mil (+3)
(90E)
Missile, ASAT
(XIM-28A 14d12 20 Ballistic 20 ft. 20 1k miles Huge 700 lb. 50 Mil (+3)
Long Lance)
Missile, SAM
12d12 20 Ballistic 20 ft. 20 1k miles Huge 700 lb. 48 Mil (+3)
(HIM-78)
Missile, SAM
6d12 20 Ballistic 20 ft. 20 1k miles Huge 700 lb. 25 Mil (+3)
(HIM-122)
Missile, SAM
6d12 20 Ballistic 20 ft. 20 1k miles Huge 700 lb. 24 Mil (+3)
(LIM-417)
Missile, SAM
10d6 20 Ballistic 150 ft. 1 Varies Large 15 lb. 15 Mil (+3)
(SIM-118)
Rocket, HEAP
10d8 - Ballistic 30 ft. 20 - Large 3 lb. 27 Mil (+3)
(M18)
Rocket, HEF
6d8 - Slashing 30 ft. 20 - Large 3 lb. 16 Mil (+3)
(M451)
Rocket, WPI
2d8 - Fire 30 ft. 20 - Large 3 lb. 10 Mil (+3)
(M587)
Rocket,
Fragmentation 4d8 - Slashing 40 ft. 20 - Large 3 lb. 10 Mil (+3)
(M598)
Rocket, 70mm
6d12 20 Ballistic 5 ft. 20 - Huge 40 lb. 24 Mil (+3)
(Mk. 10)
Rocket,
120mm (Mk. 7d12 20 Ballistic 5 ft. 20 - Huge 40 lb. 28 Mil (+3)
88)
Rocket,
250mm 8d12 20 Ballistic 5 ft. 20 - Huge 40 lb. 32 Mil (+3)
(M201)
disturbances. Marines don't usually use this
Grenade, Baton (M230) round.
The M230 fires a low-velocity plastic
projectile, used primarily during civil

32 – Aliens: Game Over


Grenade, Canister (M108) the following round, it fills all squares within 5
feet, and on the third round it fills all squares
Essentially a large shotgun round with a
within 15 feet. The smoke obscures all sight,
range of 30 meters, this small cartridge has a
including the darkvision ability granted by night
flat, black nose. Marines use it as effective
vision goggles. Any creature within the area has
firepower for up-close engagements.
total concealment (attacks suffer a 50% miss
chance, and the attacker can’t use sight to
Grenade, Bounding Fragmentation locate the target). It disperses after 10 rounds,
though a moderate wind (11+ mph) disperses
(M51A) the smoke in 4 rounds and a strong wind (21+
This blue-capped round is not point mph) disperses it in 1 round. The wealth DC
detonated. When it impacts, a small charge given is for a box of 6 grenades.
pops it up to two meters into the air, where it
airbursts for additional effect against exposed
troops. The purchase DC given is for a box of 6 Mine, Anti-Armor (M862)
grenades. The M862 mine buries itself in the ground on
impact and is set off by pressure, vibration, or
magnetic induction.
Grenade, High Explosive Armor
Piercing (M38 HEAP)
This grenade can penetrate up to 7 cm of
Mine, Anti-Personnel (M760)
homogenous steel with a burst radius of 5 The M760 mine buries itself in the ground on
meters. It is marked with a green cap. impact and is set off by pressure, vibration, or
magnetic induction.

Grenade, High Explosive


Fragmentation (M40 HEF) Mine, Bounding (M5A3)
The M5A3 is a "smart" mine and launched
The M40 is easily identified by its red plastic
itself in the air upon detection of a target up to 2
cap. When it explodes, it spreads more than
m away. It spins and releases its ordinance in a
300 fragments over a casualty radius of five
50-meter cone-shaped spray at the target. This
meters. In a pinch, it can be thrown by flipping
weapon requires 5 ranks of the Demolitions skill
off its plastic cap and twisting the nose cap
to use safely (DC 15 to set the weapon up, but a
clockwise – giving it a five-second delay before
character can take 10 on this check if not under
exploding. The purchase DC given is for a box
fire).
of 6 grenades.

Grenade, Starshell (M72A1) Mine, Claymore (M20)


This mine incorporates its own active
Marked with an embossed letter "S" on its
sensors and can be set to scan very wide arcs.
head, the M72A1 is fired into air. Upon reaching
This weapon requires 5 ranks of the Demolitions
its maximum distance, it releases a parachute
skill to use safely (DC 15 to set the weapon up,
and ignites, providing illumination of 50,000
but a character can take 10 on this check if not
candelas for approximately 45 seconds. During
under fire).
that time, it provides a +5 equipment bonus to
Spot checks.
Missile, AGM (204A TSAM)
Grenade, White Phosphorous The Threat Suppression Attack Missile
(TSAM) is a low-cost, self-protection weapon
Incendiary (M60 WPI)
designed to defend strikeships and dropships
This white-capped round contains a filler of against airborne missiles, early warning radar,
white phosphorus that can spread up to 15 SAM sites, and anti-aircraft weaponry. Small,
meters after impact. Any target that takes short ranged and lightweight, the TSAM design
damage from a M60 Phosphorus grenade is trades off threat suppression for high speed.
dealt an additional 1d6 points of fire damage in
the following round and risks catching on fire. In The TSAM takes no penalties due to range,
addition, a WPI grenade creates a cloud of making it a much better long-range tank killer
smoke. On the round when it is thrown, a M60 than the Hellhound.
fills the four squares around it with smoke. On
Aliens: Game Over - 33
Missile, AGM (220C Hellhound II) maneuvering warheads, which it releases in the
final stage of its flight.
The Hellhound II is a multi-role tactical
missile designed for use against point targets The HIM-122 suffers no range penalties, and
such as vehicles, armor, buildings and bunkers. negates any defense bonus gained by an
The weapon can be launched in two different airborne target’s speed. This weapon suffers no
modes: the first allows the Heavy Weapons range penalties. This missile attacks with a Base
Specialist to lock the missile's seeker onto a Attack Bonus of +8.
target before launch; the second uses a grid
reference to search for a pre-designed target.
Missile, SAM (LIM-417 Phalanx)
These weapons are +2 to hit against targets
The primary SAM in use, this missile has a
on the ground, but –4 to hit against targets in the
long range, capable of engaging aerospace craft
air. This missile attacks with the Base Attack
to the limits of the stratosphere. It employs a
Bonus of the firing character, and ignores the
first 20 Hardness of an object attacked. Against three-stage booster for the launch and uses
live ground targets, this weapon has a blast radar, IR, optical, UV and jam homing to track
targets.
radius of 20 feet.
The Phalanx suffers no range penalties, and
negates any defense bonus gained by an
Missile, ASAT (XIM-28A Long airborne target’s speed. This missile attacks with
Lance) a Base Attack Bonus of +10.
The XIM-28A is a 5.6 m Anti-Satellite Missile
powered by a two-stage Lockmart LP-XII solid-
rocket booster. It works under its own internal
Missile, SAM (SIM-118 Hornet)
guidance. The SIM-118 Hornet is a shoulder-launched
man-portable Surface to Air Missile (SAM)
The XIM-28A attacks with a +12 Base Attack capable of engaging targets up to 10 km. It can
Bonus, and suffers no range penalties out to its acquire and track targets, allowing the operator
full range of 1,000 miles. to fire at targets beyond visual range.
This shoulder fired anti-aircraft weapon
Missile, AIM (90E Headlock) ignores the first 10 hardness of a vehicle or
The AIM-90E is a short-ranged air-to-air object struck, and gains a +1 to hit against
missile optimized for dogfight engagements. airborne targets.
The warhead consists of thirty-four explosives
darts, which are released by the missile as it
approaches the target.
Rocket, HEAP (M18)
The M18 is an incendiary warhead intended
The Headlock suffers full range penalties to for target marking and for use against buildings
hit, but negates any of an aircraft’s defense and light fortifications.
bonus gained from speed. This missile attacks
with the Base Attack Bonus of the character
firing it. Rocket, HEF (M451)
The M451 is a 36 kg high explosive, blast-
Missile, SAM (HIM-78 Sprint) fragmentation warhead with a smart fuse for use
against a wide variety of targets.
The HIM-78 Sprint is a high-speed ground
launched space weapon designed to destroy
spacecraft and satellites in near orbit. It is Rocket, WPI (M587)
usually launched in clusters and contains two The M587 is a multi-dart warhead containing
stages. 17 incendiary flechettes designed to penetrate
The HIM-78 attacks with a +12 Base Attack tank armor, field defenses, and bunkers – and
Bonus, and suffers no range penalties out to its then set fire within them.
full range of 1,000 miles.
Rocket, Fragmentation (M598)
Missile, SAM (HIM-122 Lancer) The M598 is a beehive round for use against
The HIM-122 Lancer provides anti-ballistic battlefield targets such as exposed personnel,
missile defense. It launches with ten soft vehicles, helicopters, and VTOL platforms.
34 – Aliens: Game Over
Rocket, 70mm (Mk. 10 Zeus) positions. Guidance is by an imaging infrared
seeker in the nose and a 2.2 kg shaped-charge
This small, spin-stabilized rocket is a 70 mm
warhead is positioned just behind it.
unguided weapon with a smart fused anti-
personnel fragmenting warhead. Alternately, it
can carry a smoke warhead for laying particulate Rocket, 250mm (M201)
smoke screens (as a White Phosphorous
These rockets are usually mounted on a
Incendiary Grenade).
M201 MLRS. The rockets are loaded with
submunitions and mines and can deliver
Rocket, 120mm (Mk. 88 SGW) accurate and devastating firepower up to 120
km away.
The Mk.88 is a 120mm, short-ranged
weapon designed as a low-cost alternative to
the Hellhound against light armor and prepared

Ammunition
Ammunition Type (Quantity) Wealth DC Restriction
High Explosive Armor Piercing Rounds (20) 8 Mil (+3)
Hollow-Point Rounds (20) 7 Mil (+3)
Anti-Personnel Flechette Rounds (20) 6 Mil (+3)

High Explosive Armor Piercing Anti-Personnel Flechette (APF)


Armor piercing rounds increase the damage This round separates into sharp flechettes,
of the weapon by +2. It cannot be reduced by inflicting +2 damage to unarmored opponents.
armor. Against armored opponents, APF round damage
is reduced by 2.

High Explosive
High explosive rounds inflict +1 damage
again unarmored opponents.

Aliens: Game Over - 35


Miscellaneous Equipment
Object Size Weight Wealth DC Restriction
Battle Dress Utility (BDU) Medium 3 lb. 9 Mil (+3)
Bimex M3 Day/Night Goggles Small 4 lb. 16 Mil (+3)
Credit Card Small - 5 -
Ghillie Suit Medium 5 lb. 10 Mil (+3)
FITR Small 1 lb. 20 Mil (+3)
Individual Marine Pack (IMP) Medium 3 lb. 12 Mil (+3)
Intelligence Unit Small 5 lb. 15 Mil (+3)
M10 Pattern Ballistic Helmet Small 1 lb. 15 Mil (+3)
Metal Detector Glove Small 2 lb. 15 Mil (+3)
Motion Tracker Small 1 lb. 12 Mil (+3)
Pheromone Collar Small 1 lb. 30 Mil (+3)
Portable Welder Small 1 lb. 10 -
Pressure Suit Medium 10 lb. 15 -
Space Suit Medium 20 lb. 20 -
TNR Lamp Small 2 lb. 6 Mil (+3)
Xeno-Zip Small - 21 Mil (+3)

Battledress Utility (BDU) Credit Card


Battledress utilities are two-piece, lightweight Every citizen carries a small plastic card for
polycotton coveralls with pockets secured by identification and currency. Each card carries
silent fasteners. They are issued in a variety of the citizen's identification number and account
patterns, depending on the deployment to number. These cards can be hacked with a
temperate, desert, or jungle environments. Computer Use check (DC 25). Hacked cards
When worn in an appropriate setting, fatigues recognize the hacker as an authorized user.
grant a +2 bonus on Hide checks.
BDUs are also imprinted with high- FITR
temperature dyes that break up the wearer's IR
signature. Against thermal detection alone, it FITR is a telepathine drug that induces a
provides a +1 equipment bonus on Hide checks. sense of invulnerability and increased mental
strength. The recipient who takes the drug
receives a +1 morale bonus on saving throws
Bimex M3 Day/Night Goggles against charm and fear effects and a +1 morale
bonus on attack and weapon damage rolls for
Bimex M3 Day/Night Goggles use passive
the next 5 rounds.
light gathering to improve vision in near-dark
conditions. They grant the user the ability to see
in darkness, also called darkvision—but Ghillie Suit
because of the restricted field of view and lack of
depth perception these goggles provide, they The ultimate in camouflage, a ghillie suit is a
impose a –4 penalty on all Spot and Search loose mesh overgarment covered in strips of
checks made by someone wearing them. burlap in woodland colors, to which other
camouflaging elements can easily be added. A
Bimex goggles must have at least a little light figure under a ghillie suit is nearly impossible to
to operate. A cloudy night provides sufficient discern. Beneath the natural-fiber camouflage is
ambient light, but a pitch-black cave or a sealed a suit made from radar-absorbent materials. It
room doesn’t. For situations of total darkness, also comes with a portable heat sink that
the goggles come with an infrared illuminator regulates the suit's thermal temperature.
that, when switched on, operates like a flashlight
whose light is visible only to the wearer (or A character wearing a ghillie suit with
anyone else wearing night vision goggles). appropriate coloration gains a +10 equipment
bonus on Hide checks. Against thermal
Bimex goggles reduce the range penalty for detection alone, it provides a +4 equipment
Spot checks to –1 for every 50 feet (instead of – bonus on Hide checks. (The suit’s coloration can
1 for every 10 feet). Using Bimex M3 goggles for be changed with a move action. However, the
Spot checks takes five times as long as making bulky suit imposes a penalty of –4 on all
the check unaided. It includes a digital readout Dexterity checks, Dexterity-based skill checks
that indicates the exact distance to the object on (except Hide), and melee attack rolls.
which they are focused.

36 – Aliens: Game Over


Individual Marine Pack (IMP) Pheromone Collar
The IMP is a lightweight medium pack Dr. Mayakovsky discovered that Aliens
designed to carry up to 50 lb. of equipment. It is identify each other through pheromones. He
attached to a carbon fiber A-frame that clips realized that harvested Alien pheromones could
onto armor. The pack is water repellant, but not be used to safely navigate amongst Alien hives.
waterproof. The truth is that the collars are not 100%
effective, so only the truly desperate dare to use
them. Pheromone collars are effective in a
Intelligence Unit three-meter radius and last for 3 hours. While
This multi-purpose computer is about the worn, the collars bestow a +10 equipment bonus
size of a briefcase. It contains all the to Hide checks. These collars allow the wearer
information necessary for a particular mission, to make an opposed check against an Alien's
including data on important locations and Spot or Survival rolls for purposes of remaining
personnel. It can scan files for relevant undetected. Pheromone collars bestow a +10
information about people and places, and even bonus to Disguise checks for Alien synthetics
has the ability to scan fingerprints. An only. While wearing the collar, the wearer must
Intelligence Unit provides users with a +2 move slowly – any sudden movements
equipment bonus on appropriate ability or skill (including combat) immediately nullify the effects
checks related to information the device has for that Alien hive.
stored (usually Knowledge checks).
Portable Welder
M10 Pattern Ballistic Helmet This small tool is used for either welding or
The M10 pattern ballistic helmet incorporates cutting metal. It can cut through 60 inches of
a tactical camera, audio microphone, IFF hardness –1 material each round. For sturdier
transmitter and a PRC 489/4 receiver/transmitter materials, divide 60 by the material's hardness
system. The camera can be used to record up to determine the number of inches the welder
to eight hours of video and audio activity. The can cut through each round.
receiver/transmitter has a range of 15 miles.
Additionally, the M10 mounts a passive Pressure Suit (IRC Mk. 35)
infrared sight, which flips down over the right
Pressure suits are designed for operations
eye. This sight projects IR images from the
on planets with hostile atmospheres or extreme
thermal imaging system built into the camera.
temperatures, including deep space. They have
The grants a +1 equipment bonus on all attack
durable thermal control systems that can
rolls made against targets no farther than 30 feet
withstand temperatures of up to 500 degrees
away.
Fahrenheit. A pressure suit is designed to
support the wearer for up to 8 hours, but can last
Metal Detector Glove up to 24 hours in an emergency.
A glove the Marines on the USM Auriga use
as metal detectors. They run them along the Space Suit (IRC Mk. 50)
members of The Betty upon their arrival on the
This suit consists of an inner thermal
Auriga to make sure they aren't carrying
regulation garment and two outer layers of tight-
weapons, as none are allowed onboard. It
fitting elastic fabric with an airtight covering to
provides a +5 equipment bonus to Search
compress the wearer's body against the effects
checks.
of low pressure. No decompression is necessary
when donning or removing the suit. The suit
Motion Tracker provides no protection against high pressure.
A sonar unit combined with passive air
density sensors, the Motion Tracker can indicate TNR Lamp
the position, size, and speed of any object within
Mounted on the M3 armored vest, this high
180 feet. It can determine the size of the object
powered halogen white-light lamp projects a
down to a minimum diameter of 6 inches. It
bright beam 100 feet long and 50 feet across at
provides a +5 equipment bonus to all Spot
its end. It runs off a rechargeable battery and
checks for any moving object within range.
incorporates a carrying handle so that it may be
detached and used as a hand lamp.

Aliens: Game Over - 37


Xeno-Zip bonus on Fortitude saves, and proficiency with
all simple and martial weapons. His base attack
Xeno-Zip was originally marketed as a
bonus equals his character level (which may
legitimate "upper" that made its citizens happy
give him multiple attacks).
and active. But some people have an extreme
reaction to it, becoming mass murdering killing While under the effects of Xeno-Zip, a
machines. To that end, Xeno-Zip was pulled off character cannot use any Charisma-, Dexterity-,
the market and manufactured solely for military or Intelligence-based skills (except for Balance,
use, guaranteeing that side-effects which were Escape Artist, Intimidate, and Ride), the
an anomaly happen to anyone taking the drug. Concentration skill, or any abilities that require
Xeno-Zip is primarily distributed in pill form. patience or concentration. He can use any feat
he has except Combat Expertise and item
Anyone consuming Xeno-Zip becomes a
creation feats. The fit of rage lasts for a number
virtual fighting machine— stronger, tougher,
of rounds equal to 3 + the character’s (newly
faster, and more skilled in combat. The person's
improved) Constitution modifier. At the end of
mind-set changes so that he relishes combat
the rage, the character loses the rage modifiers
and can’t use any advanced skills.
and restrictions and becomes fatigued (–2
The recipient gains a +4 enhancement bonus penalty to Strength, –2 penalty to Dexterity, can’t
to Strength, Dexterity, and Constitution, a +4 charge or run) for the duration of the current
natural armor bonus to AC, a +5 competence encounter.

38 – Aliens: Game Over


Vehicles
Hit
Name Crew Pass Cargo Init Maneuver Speed Defense Hardness Size DC Restriction
Points
All-Terrain
2000 120
Vehicle 1 8 –2 –2 8 8 40 H 30 Mil (+3)
lb. (12)
(M570)
Armored
Personnel 145
2 12 200 lb. –2 –2 8 10 48 H 39 Mil (+3)
Carrier (14)
(M577)
Artillery
4 0 0 -4 -4 70(7) 6 15 50 G 45 Mil (+3)
(M292)
Assault
300 2,200
Carrier 6 1,000 -4 -4 6 60 620 C 100 Mil (+3)
tons (220)
(Okinawa)
Assault Ship 500 2,200
90 2,000 -4 -4 18 50 420 C 90 Mil (+3)
(Conestoga) tons (220)
185
Automobile 1 5 425 lb. –2 –1 8 5 34 H 28 Lic (+1)
(18)
275
Cycle 1 1 0 lb. –1 +1 9 5 22 L 26 Lic (+1)
(27)
Dropship 16,000 325
2 3 -4 -4 6 5 46 G 47 Mil (+3)
(UD-4L) lb. (32)
Emergency
Escape 2,100
0 5 -2 -2 55 (5) 8 5 28 H 28 Lic (+1)
Vehicle (BG lb.
337)
1,100
Jet Rescue 0 10 500 lb. –4 –4 6 5 44 G 40 Lic (+1)
(110)
Missile
Launcher 3 0 0 -4 -4 75 (7) 6 15 60 G 50 Mil (+3)
(M201)
Shuttle,
Light
2,000 2,200
(Lockmart 1 10 -4 -4 6 20 80 G 30 Lic (+1)
lb. (220)
Starcub)

Shuttle,
Heavy (CS- 4,000 2,200
1 20 -4 -4 6 30 160 G 35 Lic (+1)
14 Briareos) lb. (220)

Tank,
Heavy 4 0 425 lb. -4 -4 80 (8) 6 20 64 G 47 Mil (+3)
(M40)
Tank, Light 100
4 0 200 lb. -2 -2 4 16 50 G 40 Mil (+3)
(M34A2) (10)
Tank,
Medium 4 0 250 lb. -3 -3 90 (9) 5 18 55 G 44 Mil (+3)
(M22A3)
Tractor 3,600 175
1 4 –2 –2 8 10 36 H 34 Mil (+3)
(Daihotai) lb. (17)
Transport
(Lockmart 200 2,200
7 0 -4 -4 3 25 220 C 80 Lic (+1)
CM-88B tons (220
Bison)

All-Terrain Vehicle (M570) Armored Personnel Carrier (M577)


This all-terrain transport is the land-based The M577 Armored Personnel Carrier is a
prime mover, with powerloaders often used on lightweight, mobile, well-armed and inexpensive
site to offload cargoes. The M-570 can carry 8 APC capable of being transported in the UD-4L
soldiers, or 2,000 lbs of cargo, or be converted Dropship. Its armor protection can deflect small
into an ambulance capable of carrying four arms fire, fragmentation, and low-velocity armor
stretchers and a two-man medical crew. piercing ammunition. It is operated by the driver
and section commander and has space for 12
passengers. The interior can carry ammunition
and supplies for up to three days of combat.

Aliens: Game Over - 39


Artillery (M292) two-stage Lockmart LP-XII solid-rocket booster.
It works under its own internal guidance.
The M292 is a 38,000 kg armored tracked
vehicle with a single 41-caliber 158 mm rail gun. Secondary armament consists of a pair of
It carries 78 rounds, which are autoloaded into 800 MeV turboalternator powered Neutral
the gun chamber. Particle Beam weapons, firing into the starship's
forward cone, each capable of disabling a
The vehicle has two weapons systems, the
target's electronics and instrumentation at
rail gun itself (40 rounds), and a machinegun for
ranges up to 100,000 km. Sufficient deuterium
self-protection that carries 1,000 rounds.
exists for up to 230 seconds of firing.
The crew of the M292 is insulated against all
Short-range armament consists of a dorsal
forms of attack, gaining a +10 to any NBC check
and ventral turret, each mounting twin heavy
to resist a nuclear, biological, or chemical attack.
machineguns that fire kinetic ammunition at
The computer assisted targeting of the M292 velocities over 12 km per second. Their
system begins all Indirect Fire attacks made by practical range is 100 km.
the crew at –5, instead of the usual –10.
The port and starboard laser turrets provide
The crew of the M292 sees through point defense for the Conestogas. These
periscopes, which are fitted with night vision mounts 80 mw free-electron lasers capable of
equipment, granting darkvision to a range of 200 vaporizing small targets such as railgun rounds,
feet, and the vehicle is equipped with a or disabling incoming missiles and fighters at
sophisticated communications system granting a ranges up to 20km.
+4 on all Communication Operations skill
A ventral dispenser can deliver 60 orbital
checks.
fragmentation mines for kinetic kills against low-
orbiting spacecraft, while an aft bay is equipped
Assault Carrier (Okinawa) to launch up to twenty decoy ballutes and two
maneuvering decoy drones against incoming
enemy spacecraft.
Carrier-based fighters and torpedo bombers are
a critical component of the USMC's strategy. A main magazine forward of the shuttle
These titans are truly massive and extremely launch bay stores the orbital bombardment
sophisticated vessels, providing a mobile base ordinance. The Conestoga carries 80 free-fall
of operations for several squadrons. Given their guided reentry vehicles capable of delivering
size, carriers are typically lightly armed and nuclear warheads, kinetic penetrators, or
armored. Assault carriers are armed with two decoys.
heavy phased plasma cannons and two missile The Conestoga has capacious cargo
bays. Assault carriers have a Jump Value of 2. hangars. These hangars have a capacity of 1.2
million cubic meters. Below the cargo bay is a
Assault Ship (Conestoga) dedicated shuttle/dropship hangar and launch
The Conestoga class vessels were originally bay, with the capacity to handle up to four
designed as troop and logistic transports with a shuttles at any one time.
limited defensive capability. However, this role The Conestoga is completely automated, but
has evolved over the years from a fleet prime can accommodate up to 90 crewmen. Facilities
mover to that of a light assault ship with exist for installing up to 2,000 more crew in the
secondary responsibilities for space control and cargo hangars for transportation of troops.
orbital bombardment support. Of the 36
Conestogas built, 27 remain in service.
Over 385 meters in length and massing
Automobile
some 78,000 metric tons, the Conestogas are Automobiles are powered electrically. They
designed to an 8-17-0 layout, an asymmetrical are not designed for long-distance travel. A
configuration that offers the optimum cargo standard automobile can carry up to 6 people
capacity within a compact and well-armored hull. and has a cruising speed of 40 miles per hour.
It has both Jump (Jump Value 3) and They have a range of 200 miles between
Displacement drives. charging.
For its main armament, the Conestoga
carries eight XIM-28A Long Lance ASAT
missiles in its dorsal launch bay. The XIM-28A
is a 5.6 m Anti-Satellite Missile powered by a
40 – Aliens: Game Over
Cycle when rescue is imminent. The EEV has a Jump
Value of 1.
Another common vehicle is the cycle. It can
carry one or two people and reaches speeds of
up to 60 miles per hour. It has a range of 150 Jet Rescue
miles.
The jet rescue technology was developed
after the World Trade Center was attacked in
Dropship (UD-4L Cheyenne Utility) 2001 and then again in 2024. It is handheld
controlled. The ship is designed for high-rise fire
The UD-4L Dropship is an aerospace
rescue, including a reflexive net that springs out
capable ship and tactical transport that can lift.
to catch a human being without slicing them to
heavy payloads up to 16,000 kg. It can attain
ribbons from the impact. It can move at Mach 2.
orbit under its own power from unprepared
landing sites because of its vertical take-off
(VTOL) capability, which makes it more flexible Shuttle, Light (Lockmart Starcub)
than other craft.
This shuttle, massing 48 metric tons, is
The UD-4L has several defensive systems, configured around a single pressure cabin, with
including an acquisition jamming suite (AJS), fire storage space and lockers for supplies. There
control jamming suite (FCJS), missile defense are three crew stations.
system (MDS) and decoy dispenser system
(DDS).
Shuttle, Heavy (CS-14 Briareos)
The Dropship can also operate as a close-
support gunship by using its own internal gun The CS-14 Briareos is one of the prime
and deploying weapons pods and hardpoints for movers of Marine armor in the field besides the
rockets and missiles. The UD-4L's traditional UD-4 Cheyenne dropship.
armament includes a nose-mounted Republic
Electric RE700 20mm Gatling gun, two LAU-
190/A rocket launchers with an armament of 32
Missile Launcher (M201 MLRS)
M451 rockets, two Mk. 88 SGW rockets, 8 Mk. The M201 Multiple Launcher Rocket System
10 Zeus rockets, six AGM-220C Hellhound is the heaviest artillery in Marine service. It
missiles, 2 AIM-90E Headlock missiles, and 2 comprises a tracked transporter carrying eight
AGM-204A TSAMs. 250 mm rockets in large launch bins, which may
be either anti-aircraft or anti-armor missiles. The
automated launch system allows these missiles
Emergency Escape Vehicle to be fired at semi-automatic speed. The
(Bodenwerke Gemeinschift Type onboard computer grants the crew a +4 attack
bonus with all missile attacks.
337)
This emergency escape vehicle (EEV) is a The crew of the MLRS sees through
small escape vessel capable of carrying up to periscopes, which are fitted with night vision
five people. It is 13.2 meters long with an l- equipment, granting darkvision to a range of 200
feet, and the vehicle is equipped with a
shaped configuration.
sophisticated communications system granting a
EEVs are kept on a permanent 30-second +4 on all Communication Operations skill
standby. When prepared for launch, the crew's checks.
hypersleep capsules are moved via transport
tubes to the escape hatches where they are All MLRS are amphibious, capable of
loaded into the EEV. Once the capsules are reaching speeds of 25(2) in water. The MLRS
provides full cover for crew and passengers.
secure and hooked up to the life support system,
the EEV initiates its launch program. The entire
evacuation procedure takes 45 seconds. Tank, Heavy (M40 Ridgway)
Once clear of the mother ship, the EEV turns nd
One battalion, the 2 (attached the 1
st

on its distress and locator beacon and scans the Marine Division) has been upgraded with the
immediate sector of space for a habitable M40 Ridgway heavy tank, which had previously
landing site. The crew is kept in hibernation only seen service in the Army. The M40 has the
because of the EEV's limited life support ability to fire 115 mm shells at a rate of 60 rpm,
capacity and will be awakened by the computer deliver particulate barrier smoke, scatterable
mines, and support fire from its integral 60 mm

Aliens: Game Over - 41


mortars. It can even defend against aerospace wheelbase and a track of 5.86 meters. Road
craft and incoming missiles with its 20 KW speeds for the Daihotai are around 110 km/hour.
phase plasma point defense gun. The cabin is fully enclosed and includes a
utilitarian space that incorporates life support
It takes a full-round action to enter a tank and
capabilities. Forward of the central cabin is the
another full-round action to start it moving. The
drier's cab, which can double as an airlock while
Ridgway provides full cover to its occupants.
traveling in hazardous environments. At the rear
This vehicle comes equipped with a heavy tank
of the tractor is a workstation cab, which
cannon and a heavy phased plasma cannon,
duplicates the driving controls of the forward
both mounted in full turrets.
cab, allowing the tractor to drive as effectively
backwards as it does forwards. It also controls
Tank, Medium (M22A3 Jackson) all specialist tools and attachments mounted on
the tractor. Options for attachments include
The six tank battalions of the Marines rely mechanical diggers, cutters, crane bore drills,
heavily on medium armor like the Jackson tank. core samplers, spring stampers, welders,
It takes a full-round action to enter a tank and waldoes, and bulldozer blades. In non-ideal
another full-round action to start it moving. The climates, it has a one-way travel range of 300
Jackson provides full cover to its occupants. miles and cam support four people for four
This vehicle comes equipped with a medium weeks. It has a range of 800 miles and can
tank cannon and a medium plasma cannon, support its crew of four for 12 weeks on a world
both mounted in full turrets. where the air is breathable.

Tank, Light (M34A2 Longstreet) Transport (Lockmart CM-88B


Along with the Jackson, the Longstreet is the Bison)
Marine Corps' light tank. It takes a full-round
action to enter a tank and another full-round Weighing 63,000 metric tons, the Lockmart is
action to start it moving. The Longstreet designed to a 6-10-4 layout with three pressured
provides full cover to its occupants. This vehicle decks and four main cargo holds. It has Jump
comes equipped with a light tank cannon and a (Jump Value 5) and Displacement drives. The
light phased plasma cannon, both mounted in life systems comprises three decks, including
full turrets. the bridge, crew quarters and mess areas,
science station, CPU module, medical bay, four
main cargo bays, stores and engineering
Tractor (Daihotai) stations. It only requires a crew of seven to
operate.
This series of tractor is all based around the
same 8 x8 wheeled layout, with a 6.59-meter

42 – Aliens: Game Over


Advanced Classes
"Another glorious day in the Corps. A day in the Marine Corps is like a day on the farm. Every meal is
a banquet. Every paycheck, a fortune, every formation, a parade. I love the Corps!"
– Apone, Aliens

Aerospace Pilot
The Aerospace Pilot thinks he is the
universe’s gift. to piloting. For the most part he’s Requirements
correct. Aerospace Pilots tend to be short-lived,
romantic characters, which are remembered To qualify to become a Aerospace Pilot, a
much longer than they live. Aerospace Pilots are character must fulfill the following criteria.
not freighter captains, nor are they interested in Base Attack Bonus: +2.
just getting safely from place to place. These
characters seek out situations where they test Profession: Marine garrison infantry, marine
their skill, always seeking to “push the outside of line infantry, marine officer, or staff officer.
the envelope”. Aerospace officers go to the Skills: Navigate 6 ranks, Pilot 6 ranks.
Aerospace schools at Gateway Station or
Kennedy, ASFB, FL. Feat: Aerospace Operation.

The Aerospace Wing is divided into three


Aerospace Groups. The Drop Group exists Class Information
exclusively of dropships to operate with the The following information pertains to the
Marine ground teams. There are approximately Aerospace Pilot advanced class.
200 dropships in each Wing Drop Group.
Hit Die: 1d6
The Tactical Group consists of squadrons
dedicated to counter-air, attack, and Action Points: 6 + one-half character level,
reconnaissance missions. The average Wing rounded down, every time the Aerospace Pilot
has six to eight squadrons assigned to the attains a new level in this class.
Tactical Group, consisting mostly of AD-19C/D
Bearcat strikeships, AD-17A Cougar strikeships,
UD-4 Cheyenne gunships, and UD-22 Navaho Class Skills
gunships. The Aerospace Pilot’s class skills (and the
key ability for each skill) are: Concentrate (Con),
Lastly, the Support Group consists of Disguise (Cha), Drive (Dex), Forgery (Int),
transports and specialist craft dedicated to Gather Information (Cha), Intimidate (Cha),
highly specialized missions, like search and Knowledge (behavioral sciences, civics, current
rescue. The majority of ships used for these events, streetwise) (Int), Listen (Wis), Profession
missions include the UD-4 Cheyenne and the (Wis), Read/Write Language (none), Search
CS-14 Briareos heavy lift shuttle. (Int), Sense Motive (Wis), Speak Language
(none), Spot (Wis).
Skill Points at Each Level: 3 + Int modifier.

Table: The Aerospace Pilot


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +0 +2 +0 Dogfighting +1 +0
2nd +1 +0 +3 +0 The right stuff 1/day +1 +0
3rd +2 +1 +3 +1 Starship evasion +2 +1
4th +3 +1 +4 +1 Outside of the envelope 1/day +2 +1
5th +3 +1 +4 +1 The right stuff 2/day +3 +1
6th +4 +2 +5 +2 Outside of the envelope 2/day +3 +2

Aliens: Game Over - 43


7th +5 +2 +5 +2 The right stuff 3/day +4 +2
8th +6/+1 +2 +6 +2 Outside of the envelope 3/day +4 +2
9th +6/+1 +3 +6 +3 The right stuff 4/day +5 +3
10th +7/+2 +3 +7 +3 Improved starship evasion +5 +3
(positive or negative) is applied to the Pilot’s
Class Features Reflex Save. This ability may not be used by a
craft. larger than medium size.
The following features pertain to the
Aerospace Pilot advanced class. Outside of the Envelope
Dogfighting Aerospace Pilots love speed above all else.
st As a famous military strategist once intoned,
Aerospace Pilots receive this feat for free 1 “speed kills”. Aerospace Pilots live (and die) by
Level, as long as they meet the prerequisites. If this motto. A number of times per day, the
the character does not meet the requirements, Aerospace Pilot may add a +1 to the
he may gain this feat at a later level once they Acceleration of his craft. for one round per every
are met. 2 levels of Aerospace Pilot.
The Right Stuff Improved Starship Evasion
Some pilots have the right stuff and some The Aerospace Pilot can make a Reflex Save
don’t. Get into a dogfight and you’ll find out who (DC is equal to the damage inflicted by the
is who quickly. The Aerospace Pilot may add his attack) to reduce any damage to his starship to
Aerospace Pilot levels to any piloting check a zero. If the Pilot fails this Save, his craft. still only
number of times per day. takes 1.2 damage. The Defense modifier of the
Starship Evasion starship (positive or negative) applies to this
Reflex Save. This ability may not be used by a
The Aerospace Pilot may make a Reflex starship larger than Medium size. This ability
Save (DC is equal to damage inflicted by the may only be used once per round.
attack) to reduce any damage to his starship by
1.2. If the Pilot fails this Save, his craft. takes full
damage. The defense modifier of the starship

44 – Aliens: Game Over


Close Combat Specialist
Close Combat Specialists are the deadliest
soldiers in the Corps. Their entire focus is Class Information
combat – including melee and firearms.
Hit Die: 1d8
Action Points: 6 + one-half character level,
Requirements rounded down, every time the character attains
To qualify to become a Close Combat a new level in this class.
Specialist, a character must fulfill the following
Class Skills
criteria.
The Close Combat Specialist’s class skills
Base Attack Bonus: +3.
(and the key ability for each skill) are: Balance
Profession: Marine garrison infantry, marine (Dex), Climb (Str), Escape Artist (Dex), Hide
line infantry, marine officer, or staff officer. (Dex), Intimidate (Cha), Jump (Str), Knowledge
(current events, popular culture, theology and
Skill: Jump 3 ranks.
philosophy) (Int), Move Silently (Dex), Perform
Feat: Combat Martial Arts, Defensive Martial (dance) (Cha), Profession (Wis), Read/Write
Arts. Language (none), Speak Language (none), Spot
(Wis), Tumble (Dex).
Skill Points at Each Level: 5 + Int modifier.

Table: The Close Combat Specialist


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +1 +1 +2 +0 Weapon Focus +1 +0
2nd +2 +2 +3 +0 Weapon specialization +1 +0
3rd +3 +2 +3 +1 Bonus feat +2 +0
4th +4 +2 +4 +1 Tactical aid +2 +0
5th +5 +3 +4 +1 Iron fist +3 +1
6th +6 +3 +5 +2 Bonus feat +3 +1
7th +7 +4 +5 +2 Flurry of blows +4 +1
8th +8 +4 +6 +2 Greater weapon +4 +1
specialization
9th +9 +4 +6 +3 Bonus feat +5 +2
10th +10 +5 +7 +3 Critical strike +5 +2
applied the Weapon Focus feat or class feature
Class Features to. The Close Combat Specialist gets a +2
bonus on damage rolls with the chosen weapon.
The following features pertain to the Close
Combat Specialist advanced class. Bonus Feats
Weapon Focus At 3rd, 6th, and 9th level, the Close Combat
Specialist gets a bonus feat. The bonus feat
A Close Combat Specialist gains the must be selected from the following list, and the
Weapon Focus class feature, providing the Close Combat Specialist must meet all the
benefit of the feat with the same name. The prerequisites of the feat to select it.
Close Combat Specialist chooses a specific
weapon. The Close Combat Specialist can Advanced Firearms Proficiency, Acrobatic,
choose unarmed strike or grapple as the Advanced Combat Martial Arts, Archaic
weapon. The Close Combat Specialist must be Weapons Proficiency, Armor Proficiency (light),
proficient with the chosen weapon. Armor Proficiency (medium), Armor Proficiency
(heavy), Brawl, Burst Fire, Cleave, Combat
The Close Combat Specialist adds +1 to all Reflexes, Combat Throw, Exotic Firearms
attack rolls made using the selected weapon. Proficiency, Exotic Melee Weapon Proficiency,
Weapon Specialization Far Shot, Great Cleave, Improved Brawl,
Improved Combat Throw, Improved Knockout
At 2nd level, a Close Combat Specialist Punch, Knockout Punch, Power Attack,
gains weapon specialization with a specific Unbalance Opponent.
melee or ranged weapon that he or she also has
Aliens: Game Over - 45
Tactical Aid applied weapon specialization to, eliminating the
need to make a roll to confirm the critical hit.
As an attack action, the Close Combat
Specialist provides tactical aid to any single ally Iron Fist
(but not him or herself) within sight and voice
The Close Combat Specialist gains the ability
range of the Close Combat Specialist’s position.
to spend 1 action point to increase the damage
As a full-round action, the Close Combat he or she deals to a single opponent with a
Specialist provides tactical aid to all of his or her single unarmed strike. The martial artist declares
allies (including him or herself) within sight and the use of the action point after making a
voice range of the Close Combat Specialist’s successful unarmed strike. The result of the
position. action point roll is added to the damage roll for
that attack.
This aid provides either a competence bonus
on attack rolls or a dodge bonus to Defense At 10th level, this ability improves. The Close
(Close Combat Specialist’s choice). This bonus Combat Specialist now adds the result of the
is equal to the Close Combat Specialist’s action point roll to all successful attacks he or
Intelligence modifier (minimum +1), and it lasts she makes in a round.
for a number of rounds equal to one-half of the
Flurry of Blows
Close Combat Specialist’s level in the advanced
class, rounded down. The Close Combat Specialist gains the ability
to strike with a flurry of blows at the expense of
Greater Weapon Specialization
accuracy. The Close Combat Specialist must be
The Close Combat Specialist gains greater unarmored to use this talent, and he or she must
weapon specialization with the weapon he or make unarmed strikes to gain the benefit. With a
she selected at 2nd level. This ability increases flurry of blows, the Close Combat Specialist may
the bonus on damage rolls to +4 when using the make one extra attack in a round at his or her
selected weapon. highest base attack bonus. This attack and each
other attack made in the round take a –2
Critical Strike
penalty. Using this ability is a full-round action.
The Close Combat Specialist gains the ability
to automatically confirm a threat as a critical hit
when attacking with the weapon he or she has

46 – Aliens: Game Over


Corporate Representative
Nobody likes a Corporate Representative,
not even the Corporations. But they are an Class Information
extremely useful necessity. Although the
Marines loathe them, Corporations find them The following information pertains to the
valuable in monitoring Corporate interests. Corporate Representative advanced class.
Corporate Representatives tend to be secretive, Hit Die: 1d6
which does not further endear them to anybody.
One thing all Corporate Representatives share Action Points: 6 + one-half character level,
is a driving ambition to get rich and, by doing so, rounded down, every time the Corporate
make their Corporation rich. And that's simply Representative attains a new level in this class.
too good of an opportunity for any Corporation to
pass up.
Class Skills
The Corporate Representative’s class skills
Requirements (and the key ability for each skill) are: Appraise
To qualify to become a Corporate (Int), Bluff (Cha), Drive (Dex), Forgery (Int),
Representative, a character must fulfill the Gather Information (Cha), Intimidate (Cha),
following criteria. Knowledge (behavioral sciences, civics, current
events, streetwise) (Int), Listen (Wis), Pilot
Profession: Corporate employee. (Dex), Profession (Wis), Read/Write Language
Skills: Diplomacy 6 ranks, Profession 6 (none), Search (Int), Sense Motive (Wis), Speak
ranks. Language (none), Spot (Wis).

Feat: Alertness. Skill Points at Each Level: 7 + Int modifier.

Table: The Corporate Representative


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +1 +0 +2 Conceal motive +0 +0
2nd +0 +2 +0 +3 React first +1 +0
3rd +0 +2 +1 +3 Bonus feat +1 +0
4th +1 +2 +1 +4 Talk down one opponent +1 +0
5th +1 +3 +1 +4 No sweat +2 +1
6th +1 +3 +2 +5 Bonus feat +2 +1
7th +2 +4 +2 +5 Talk down several opponents +2 +1
8th +2 +4 +2 +6 Sow distrust +3 +1
9th +2 +4 +3 +6 Bonus feat +3 +2
10th +3 +5 +3 +7 Talk down all opponents +3 +2
to make either a move or attack action if either
Class Features side in the negotiation (other than the Corporate
Representative) decides to start hostilities. The
The following features pertain to the Corporate Representative gets to act before any
Corporate Representative advanced class. initiative checks are made, in effect giving him or
Conceal Motive her the benefit of surprise.
A Corporate Representative gets to add a Bonus Feats
bonus equal to his or her Corporate The Corporate Representative gets a bonus
Representative level whenever he or she feat. The bonus feat must be selected from the
opposes a Sense Motive check. following list, and the Corporate Representative
React First must meet all the prerequisites of the feat to
select it.
The Corporate Representative gains the
ability to react first when trying to make a deal or Advanced Firearms Proficiency, Armor
mediate a settlement. The Corporate Proficiency (light), Armor Proficiency (medium),
Representative must make contact and speak to Attentive, Confident, Dead Aim, Deceptive,
the participants prior to the start of combat. If he Educated, Far Shot, Iron Will, Personal Firearms
or she does this, he or she gains a free readied Proficiency, Trustworthy.
action that allows the Corporate Representative

Aliens: Game Over - 47


Talk Down Whenever a Corporate Representative
spends 1 action point to improve the result of a
The Corporate can talk his or her way out of
die roll, he or she rolls an additional 1d6. The
trouble. Either prior to the start of hostilities or
Corporate Representative can then select the
during combat, the Corporate Representative
highest die roll to add to his or her d20 roll.
can talk down a single opponent within 15 feet of
his or her position or otherwise able to hear the Sow Distrust
Corporate Representative’s voice. The target
The Corporate Representative can turn one
must be able to understand the Corporate
character against another. The Corporate
Representative. That opponent immediately
Representative must spend a full-round action
stops fighting and reverts to an indifferent
and know the name of the character he or she is
attitude regarding the Corporate Representative
attempting to persuade as well as the name of
and the situation in general. Any hostile action
the character toward whom the target’s distrust
by the Corporate Representative or by one of
will be directed. The target must be able to hear
the Corporate Representative’s allies directed at
and understand the Corporate Representative.
the opponent allows the opponent to act as he
or she sees fit. The target makes a Will save. The DC is
equal to 10 + Corporate Representative’s class
To initiate this talent, the Corporate
level + Corporate Representative’s Charisma
Representative must spend a full-round action
bonus. If the target fails the save, his or her
talking to his or her opponent. The opponent
attitude toward the other designated character
makes a Will saving throw. The DC is equal to
worsens by one step: helpful turns to friendly,
10 + Corporate Representative’s class level +
friendly to indifferent, indifferent to unfriendly,
Corporate Representative’s Charisma bonus. If
unfriendly to hostile (see the Diplomacy skill).
the save fails, the opponent stops fighting. If the
The target makes a Will save whenever the
save succeeds, the opponent continues as
Corporate Representative uses this talent
normal.
against him or her. As long as the target
At 7th level, a Corporate Representative can continues to fail the Will save, the Corporate
talk down a number of opponents equal to his or Representative can continue taking full-round
her Charisma bonus within 15 feet of his or her actions to worsen the target’s attitude toward a
position or within 15 feet of a television, radio, or designated character. When the target’s attitude
telephone broadcasting the Corporate drops to hostile, he or she attacks the
Representative’s message. designated character.
At 10th level, the range extends to 30 feet A successful Will save doesn’t restore
and covers all opponents who can hear and previous attitude shifts, but it does render the
understand the Corporate Representative’s target immune for 24 hours to further attempts
voice. by the Corporate Representative to sow distrust.
No Sweat The Corporate Representative CAN use this
talent on his or her allies.

48 – Aliens: Game Over


Engineer
The Engineer is a specialist in mechanical
sciences. Engineers are the most valued Class Information
member of any colony, the difference between
life and death when a vital piece of equipment Hit Die: 1d6
breaks down, and even more importantly, the Action Points: 6 + one-half character level,
person who knows how to keep all the vital rounded down, every time the character attains
systems of a colony properly maintained so that a new level in this class.
they do not break down in the first place.
Class Skills
The Engineer’s class skills (and the key
Requirements ability for each skill) are Craft (chemical,
To qualify to become an Engineer, a electronic, mechanical, and structural) (Int) ,
character must fulfill the following criteria. Computer Use (Int), Demolitions (Int), Disable
Device (Int), Knowledge (Technology) (Int),
Profession: Corporate employee.
Navigation (Int), Open Lock (Dex), Pilot (Dex),
Skill: Computer Use 6 ranks, either Craft Profession (Wis), Repair (Int), and Research
(electronic) 6 ranks or Craft (mechanical) 6 (Int).
ranks, and Repair 6 ranks.
Skill Points at Each Level: 6 + Int modifier.

Table: The Engineer


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +0 +0 +2 Grace under pressure +1 +0
2nd +1 +0 +0 +3 Slapped together +1 +0
3rd +1 +1 +1 +3 Bonus feat +2 +0
4th +2 +1 +1 +4 Right tool for the job +2 +0
5th +2 +1 +1 +4 Grace under pressure 2/day +3 +1
6th +3 +2 +2 +5 Bonus feat +3 +1
7th +3 +2 +2 +5 Pack rat +4 +1
8th +4 +2 +2 +6 Slapped together 2/day +4 +1
9th +4 +3 +3 +6 Bonus feat +5 +2
10th +5 +3 +3 +7 Scavenger +5 +2
few hours, after which it will need some serious
Class Features dry-dock time. The Engineer may initially only
use this ability once per day, but its frequency
The following features pertain to the increases as the character goes up levels.
Engineer advanced class.
Bonus Feat
Grace under Pressure
The Engineer gets a bonus feat from the
When manning any ship’s system, an following list: Cautious, Combat Expertise,
Engineer can stress a system +2, +1 per 5 Educated, Gearhead, Personal Firearms
levels. This does not count as the one time per Proficiency, Point Blank Shot, Studious.
day that system may be safely stressed. As the
Engineer gains levels, he may use this ability Right Tool for the Right Job
with increasing frequency.
As long as he has his toolkit with him, an
Slapped Together Engineer gains a +1 Circumstance Bonus per 5
levels to any Class Skill Check. For example, a
At 3rd level and above, the Engineer can take 10th level Engineer would gain a +2 on any skill
20 on a class skill check, even under stress, as check as long as had his personal tools with
a Full-Round action. The effects of this ability him.
will vary wildly, depending on the skill it’s applied
to, but the application will always be less Pack Rat
complete than it would if the Engineer had the
If the Engineer succeeds at a Repair check
time to go over his solution a little more
(DC 30), he can return any item with a Flaw of
carefully. An engine repaired through the use of
01-50 on the Flaw Table (see the Starships
this ability won’t stay that way for more than a
chapter) to like new” condition. If the Engineer

Aliens: Game Over - 49


uses his Slapped Together ability to take 20 on Scavenger
this roll, he can return the item to “like new”
As above, except that the Engineer may now
Condition for 1-6 rounds, after which the item
repair almost any Flaw. The only Flaws he
melts into slag and is completely destroyed.
cannot repair are 96-100 (Special).

50 – Aliens: Game Over


Guerilla Warfare Specialist
The life of a Guerilla Warfare Specialist is Hit Die: 1d8
short and messy. Guerillas are sent where
Action Points: 6 + one-half character level,
Marines are not. After insinuating himself in the
rounded down, every time the Guerilla Warfare
ranks, Guerilla Warfare Specialists undermine
Specialist attains a new level in this class.
their opponents through sabotage and
intelligence -- and an appropriately placed
bomb. Class Skills
The Guerilla Warfare Specialist’s class skills
Requirements (and the key ability for each skill) are: Balance
(Dex), Climb (Str), Computer Use (Int), Craft
To qualify to become a Guerilla Warfare
(chemical) (Int), Disguise (Cha), Demolitions
Specialist, a character must fulfill the following
(Int), Disable Device (Int), Drive (Dex), Escape
criteria.
Artist (Dex), Hide (Dex), Investigate (Int), Jump
Base Attack Bonus: +2. (Str), Listen (Wis), Move Silently (Dex),
Profession (Wis), Read/Write Language (none),
Profession: Marine garrison infantry, marine
Search (Int), Sleight of Hand (Dex), Speak
line infantry, marine officer, or staff officer.
Language (none), Tumble (Dex).
Skills: Demolitions 6 ranks, Move Silently 6
Skill Points at Each Level: 7 + Int modifier.
ranks.

Class Information Class Features


The following features pertain to the Guerilla
The following information pertains to the
Warfare Specialist advanced class.
Guerilla Warfare Specialist advanced class.

Table: The Guerilla Warfare Specialist


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +0 +2 +1 Sweep +1 +0
2nd +1 +0 +3 +2 Profile +2 +0
3rd +1 +1 +3 +2 Contact, low-level +2 +0
4th +2 +1 +4 +2 Bonus feat +3 +0
5th +2 +1 +4 +3 Non-lethal force +4 +1
6th +3 +2 +5 +3 Contact, mid-level +4 +1
7th +3 +2 +5 +4 Bonus feat +5 +1
8th +4 +2 +6 +4 Discern lie +6 +1
9th +4 +3 +6 +4 Contact, high-level +6 +2
10th +5 +3 +7 +5 Without a trace +7 +2

Sweep By making a Gather Information check (DC


15) when talking to witnesses of a crime, the
A Guerilla Warfare Specialist knows how to
Guerilla Warfare Specialist compiles a rough
size up an area and get the lay of the land in a
mental picture of the suspect. This mental
single sweep of his or her eyes. This sweep
picture provides a physical description, including
provides a +4 circumstance bonus on Spot
distinguishing markings and visible mannerisms.
checks and covers an area out to 30 feet away
Success makes the profile accurate, at least
from the Guerilla Warfare Specialist (but not
concerning a particular suspect as seen by
behind him or her). The Guerilla Warfare
witnesses. (For this Gather Information check,
Specialist can use this bonus at the start of an
no money changes hands.)
encounter.
The Guerilla Warfare Specialist can expand
Anything not concealed can be spotted in a
the profile by making an Investigate check (DC
sweep with a successful check (DC 10). The DC
15) involving the crime scene or other evidence
for concealed or less obvious threats is equal to
linked to the suspect. If successful, the Guerilla
their Hide check result.
Warfare Specialist combines eyewitness
Profile accounts with forensic evidence to develop a

Aliens: Game Over - 51


profile of the suspect’s method of operation. This The Guerilla Warfare Specialist gets a bonus
provides a +2 circumstance bonus on any skill feat. The bonus feat must be selected from the
checks made to uncover additional evidence or following list, and the Guerilla Warfare Specialist
otherwise locate and capture the suspect. must meet all the prerequisites of the feat to
select it.
Contact
Advanced Firearms Proficiency, Alertness,
A Guerilla Warfare Specialist cultivates
Armor Proficiency (light), Armor Proficiency
associates and informants. Each time the
(medium), Brawl, Defensive Martial Arts, Dodge,
Guerilla Warfare Specialist gains a contact, the
Double Tap, Educated, Knockout Punch,
GM should develop a supporting character to
Personal Firearms Proficiency, Point Blank Shot.
represent the contact. The player can suggest
the type of contact his or her character wants to Non-Lethal Force
gain, but the contact must be an ordinary
A Guerilla Warfare Specialist becomes adept
character, not a heroic character.
at using non-lethal force to subdue an opponent.
A contact will not accompany a Guerilla From this point on, he or she can deal non-lethal
Warfare Specialist on missions or risk his or her damage with a weapon that normally deals
life. A contact can, however, provide information lethal damage (if he or she so chooses) without
or render a service (make a specific skill check taking the normal –4 penalty on the attack roll.
on the Guerilla Warfare Specialist’s behalf).
Discern Lie
The Guerilla Warfare Specialist gains a low-
A Guerilla Warfare Specialist develops the
level contact, mid-level contact, or high-level
ability to gauge whether another character is
contact.
telling the truth by reading facial expressions
The Guerilla Warfare Specialist can’t call on and interpreting body language. The Guerilla
the same contact more than once in a week, and Warfare Specialist must be able to see and hear
when he or she does call on a contact, (but not necessarily understand) the individual
compensation may be required for the under scrutiny.
assistance the contact renders. In general, a
With a successful Sense Motive check
professional associate won’t be compensated
opposed by the subject’s Bluff check result or
monetarily, but instead will consider that the
against DC 10 (whichever is greater), the
Guerilla Warfare Specialist owes him or her a
Guerilla Warfare Specialist can tell whether the
favor. Contacts with underworld or street
subject is deliberately and knowingly speaking a
connections usually demand monetary
lie. This ability doesn’t reveal the truth, uncover
compensation for the services they render, and
unintentional inaccuracies, or necessarily reveal
experts in the use of skills normally want to be
omissions in information.
paid for the services they provide.
Without a Trace
For underworld or street contacts, this
expense is represented by a Wealth check When a Guerilla Warfare Specialist uses any
against a purchase DC of 10 for the low-level of the following skills: Balance, Climb, Disable
contact, 15 for the mid-level contact, or 20 for Device, Escape Artist, Hide, Move Silently, and
the high-level contact. For skilled experts, the Sleight of Hand, those using Investigate, Listen,
purchase DC is 10 + the ranks the expert has in Search, or Spot to detect the Guerilla Warfare
the appropriate skill. Specialist’s activity take a –4 penalty.
Bonus Feats

52 – Aliens: Game Over


HARD Specialist
Hazardous Atmosphere and Radiation
Detachments (HARD) Specialists deal with the Class Information
dizzying array of environments, gravities, and
atmospheres that Marines are likely to The following information pertains to the
encounter. Although Marines are fond of HARD Specialist advanced class.
proclaiming that they're the first into a conflict, Hit Die: 1d8
HARD Specialists go before them to scope out
the terrain. HARD Specialists are best known Action Points: 6 + one-half character level,
for their HARDCore suits, which they wear with rounded down, every time the HARD Specialist
pride. HARD Specialist officers get their training attains a new level in this class.
at an advanced hostile environments course at
Camp Hanneken, Valles Marineris, Mars.
Class Skills
The HARD Specialist’s class skills (and the
Requirements key ability for each skill) are: Balance (Dex),
To qualify to become an HARD Specialist, a Computer Use (Int), Concentration (Con),
character must fulfill the following criteria. Demolitions (Int), Drive (Dex), Gamble (Wis),
Intimidate (Cha), Jump (Str), Knowledge (tactics,
Profession: Marine garrison infantry, marine technology) (Int), Move Silently (Dex), Navigate
line infantry, marine officer, or staff officer. (Wis), Profession (Wis), Read/Write Language
Skills: Navigate 6 ranks, Survival 6 ranks. (none), Speak Language (none), Listen (Wis),
Spot (Wis), Survival (Wis), Tumble (Dex).
Feat: Guide.
Skill Points at Each Level: 5 + Int modifier.

Table: HARD Specialist


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +2 +0 +0 Outdoor survival +0 +1
2nd +1 +3 +0 +0 Sweep +1 +1
3rd +2 +3 +1 +1 3D spatial awareness +1 +1
4th +3 +4 +1 +1 Camouflage +1 +2
5th +3 +4 +1 +1 Obscure knowledge +2 +2
6th +4 +5 +2 +2 Trackless step +2 +2
7th +5 +5 +2 +2 Panimmunity +2 +3
8th +6 +6 +2 +2 Improved sweep +3 +3
9th +6 +6 +3 +3 Woodland stride +3 +3
10th +7 +7 +3 +3 Hide in plain sight +3 +4

HARD Specialist (but not behind him or her).


Class Features The HARD Specialist can use this bonus at the
start of an encounter.
All of the following are features of the HARD
Specialist advanced class. Anything not concealed can be spotted in a
sweep with a successful check (DC 10). The DC
Outdoor Survival for concealed or less obvious threats is equal to
A HARD Specialist can add a +2 their Hide check result.
circumstance bonus to all Survival skill checks 3D Spatial Awareness
on Thin, Standard, or Dense atmosphere worlds.
In addition, he can treat the following skills as HARD Specialists are comfortable in zero
untrained skills: Handle Animal, Tumble. gravity environments. They have the ability to
maneuver in three dimensions as easily as if
Sweep they were in a gravity environment. In addition
A HARD Specialist knows how to size up an to the Low-G and Zero-G feats, they receive a
area and get the lay of the land in a single +2 circumstance bonus when making Reflex
sweep of his or her eyes. This sweep provides a saves in such environments and a +1
+4 circumstance bonus on Spot checks and circumstance bonus to all Pilot skill checks while
covers an area out to 30 feet away from the operating in space.

Aliens: Game Over - 53


Camouflage Improved Sweep
A HARD Specialist can use the Hide skill in A HARD Specialist's ability to get the lay of
any sort of natural terrain, even if the terrain the land improves. Now the HARD Specialist not
doesn’t grant cover or concealment. only spots potential perils with a successful
check, he or she can determine the relative
Obscure Knowledge
strength of these dangers. A successful check
A HARD Specialist receives a +2 bonus to relates the danger’s strength compared to the
Knowledge and Survival checks regarding new HARD Specialist: stronger (higher level or Hit
planets and environments. Dice), on par (same level or HD), or weaker
(lower level or HD).
Trackless Step
Woodland Stride
A HARD Specialist leaves no trail in natural
surroundings and cannot be tracked. She may A HARD Specialist may move through any
choose to leave a trail if so desired. sort of undergrowth (such as natural thorns,
briars, overgrown areas, and similar terrain) at
Panimmunity
his normal speed and without taking damage or
If the HARD Specialist encounters any suffering any other impairment.
normal human disease requiring a Save during Hide in Plain Sight
the course of an adventure, the HARD Specialist
does not have to save, he is immune. Due to the While in any sort of natural terrain, a HARD
bolstering of the immune system, if the HARD Specialist can use the Hide skill even while
Specialist encounters an exotic disease, even being observed.
an Alien one, he receives a +4 bonus to his
Save.

54 – Aliens: Game Over


Heavy Weapon Specialist
Heavy Weapon Specialists are the experts at
firing the really big guns, be it grenade Class Information
launchers, missile launchers, or on-board
cannons. Heavy Weapon Specialist officers go The following information pertains to the
to Fort Knox, KY. Heavy Weapons Specialist advanced class.
Hit Die: 1d8
Requirements Action Points: 6 + one-half character level,
rounded down, every time the Heavy Weapon
To qualify to become a Heavy Weapons
Specialist attains a new level in this class.
Specialist, a character must fulfill the following
criteria.
Base Attack Bonus: +2. Class Skills
Profession: Marine garrison infantry, marine The Heavy Weapon Specialist’s class skills
line infantry, marine officer, or staff officer. (and the key ability for each skill) are: Balance
(Dex), Climb (Str), Craft (chemical) (Int),
Skills: Demolitions 6 ranks, Move Silently 6 Disguise (Cha), Demolitions (Int), Disable
ranks. Device (Int), Escape Artist (Dex), Hide (Dex),
Feats: Exotic Firearms Proficiency (cannon, Investigate (Int), Jump (Str), Listen (Wis), Move
Silently (Dex), Profession (Wis), Read/Write
grenade launcher, or rocket launcher), Surface
Language (none), Search (Int), Sleight of Hand
Vehicle Operation.
(Dex), Speak Language (none), Tumble (Dex).
Skill Points at Each Level: 7 + Int modifier.

Table: The Heavy Weapon Specialist


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +0 +2 +0 Sweep +1 +1
2nd +1 +0 +3 +0 Explosives specialist +2 +1
3rd +1 +1 +3 +1 Weapon focus +2 +1
4th +2 +1 +4 +1 Fast bomber +3 +2
5th +2 +1 +4 +1 Defensive Position +4 +2
6th +3 +2 +5 +2 Expert throw +4 +2
7th +3 +2 +5 +2 Greater weapon focus +5 +3
8th +4 +2 +6 +2 Long throw +6 +3
9th +4 +3 +6 +3 Bigger burst +6 +3
10th +5 +3 +7 +3 Bull's-eye +7 +4
for concealed or less obvious threats is equal to
Class Features their Hide check result.
The following features pertain to the Heavy Explosives Specialist
Weapon Specialist advanced class.
A Heavy Weapon Specialist no longer
Sweep causes explosives to detonate on a Craft
(chemical) check failure of 5 or more.
A Heavy Weapon Specialist knows how to
size up an area and get the lay of the land in a Fast Bomber
single sweep of his or her eyes. This sweep
A Heavy Weapon Specialist can halve the
provides a +4 circumstance bonus on Spot
time it takes to build a scratch-built explosive
checks and covers an area out to 30 feet away
using the Craft (chemical) skill.
from the Heavy Weapon Specialist (but not
behind him or her). The Heavy Weapon Expert Throw
Specialist can use this bonus at the start of an
At the Heavy Weapon Specialist's option, if
encounter.
he misses a target with an explosive, the Agent
Anything not concealed can be spotted in a can choose to use a smaller deviation radius to
sweep with a successful check (DC 10). The DC determine the random direction. Thus a
deviation that would normally require a 1d12 roll

Aliens: Game Over - 55


can be a 1d8 roll instead, and a deviation that Defensive Position
would normally require a 1d8 rolls can be a 1d4
The Heavy Weapon Specialist gains an
roll instead.
additional +2 cover bonus to Defense and an
Long Throw additional +2 cover bonus on Reflex saves
whenever he or she has one-quarter, one-half,
The range increment for any explosive fired
three-quarters, or nine-tenths cover.
by a Heavy Weapon Specialist is doubled to 20
ft. Greater Weapon Focus
Bigger Burst The Heavy Weapon Specialist receives a +1
competence bonus on attack rolls made with the
The Heavy Weapon Specialist's explosives
firearm selected for the Weapon Focus ability at
have double the amount of burst radius.
2nd level. This bonus stacks with the earlier
Close Combat Shot bonus.
The Heavy Weapon Specialist gains the Bull's-eye
ability to make a ranged attack with a large
The Heavy Weapon Specialist becomes so
firearm while in a threatened area without
adept at using the firearm to which he or she
provoking an attack of opportunity.
has applied Weapon Focus and Greater
Weapon Focus Weapon Focus that the Heavy Weapon
Specialist’s attacks with that firearm can deal
The Heavy Weapon Specialist gains the
extra damage. With a successful attack, before
Weapon Focus class feature, providing the
damage is rolled, the Heavy Weapon Specialist
benefit of the feat with the same name. The
can spend 1 action point to deal +3d6 points of
Heavy Weapon Specialist must choose a damage.
cannon, grenade launcher, or rocket launcher.
The Heavy Weapon Specialist adds +1 to all
attack rolls using the selected exotic firearm.

56 – Aliens: Game Over


Intelligence Specialist
Intelligence is sometimes joked to be an Hit Die: 1d8
oxymoron amongst Marines. The Intelligence
Action Points: 6 + one-half character level,
Specialist proves that old joke to be quite false.
rounded down, every time the Intelligence
Intelligence Specialists deal with the better-
Specialist attains a new level in this class.
equipped spies hired by Corporations. What
they lack in funding and technology, they make
up for with skill. Class Skills
The Intelligence Specialist’s class skills (and
Requirements the key ability for each skill) are: Balance (Dex),
Climb (Str), Computer Use (Int), Disguise (Cha),
To qualify to become an Intelligence
Disable Device (Int), Escape Artist (Dex), Hide
Specialist, a character must fulfill the following
(Dex), Investigate (Int), Jump (Str), Knowledge
criteria.
(business, streetwise, technology) (Int), Listen
Base Attack Bonus: +2. (Wis), Move Silently (Dex), Profession (Wis),
Read/Write Language (none), Search (Int),
Profession: Marine garrison infantry, marine
Sleight of Hand (Dex), Speak Language (none),
line infantry, marine officer, or staff officer.
Tumble (Dex).
Skills: Hide 6 ranks, Move Silently 6 ranks.
Skill Points at Each Level: 7 + Int modifier.

Class Information
The following information pertains to the
Intelligence Specialist advanced class.

Table: The Intelligence Specialist


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +0 +2 +0 Sweep +1 +0
2nd +1 +0 +3 +0 Improvised +2 +0
3rd +1 +1 +3 +1 Bonus feat +2 +0
4th +2 +1 +4 +1 Improved evasion +3 +0
5th +2 +1 +4 +1 Skill mastery +4 +1
6th +3 +2 +5 +2 Bonus feat +4 +1
7th +3 +2 +5 +2 Improvised weapon +5 +1
8th +4 +2 +6 +2 Improved sweep +6 +1
9th +4 +3 +6 +3 Bonus feat +6 +2
10th +5 +3 +7 +3 Without a trace +7 +2

for concealed or less obvious threats is equal to


Class Features their Hide check result.
The following features pertain to the Improvised Implements
Intelligence Specialist advanced class.
At 2nd level, an Intelligence Specialist no
Sweep longer takes a –4 penalty when wielding an
improvised weapon. Also, the Intelligence
An Intelligence Specialist knows how to size Specialist is able to make do without proper
up an area and get the lay of the land in a single equipment in certain circumstances: the
sweep of his or her eyes. This sweep provides a Intelligence Specialist no longer takes a –4
+4 circumstance bonus on Spot checks and penalty when using the Climb and Disable
covers an area out to 30 feet away from the Device skills without the proper tools.
Intelligence Specialist (but not behind him or
her). The Intelligence Specialist can use this Bonus Feats
bonus at the start of an encounter.
At 3rd, 6th, and 9th level, the Intelligence
Anything not concealed can be spotted in a Specialist gets a bonus feat. The bonus feat
sweep with a successful check (DC 10). The DC must be selected from the following list, and the

Aliens: Game Over - 57


Intelligence Specialist must meet all the and distractions would normally prevent him or
prerequisites of the feat to select it. her from doing so.
Acrobatic, Alertness, Armor Proficiency Improvised Weapon Damage
(light), Athletic, Attentive, Brawl, Cautious,
At 7th level, an Intelligence Specialist’s
Defensive Martial Arts, Dodge, Elusive Target,
attacks with improvised weapons deal more
Meticulous, Mobility, Nimble, Renown, Run,
damage. The Intelligence Specialist treats an
Stealthy.
improvised weapon as one size category larger
Improved Evasion than it is for the purpose of determining the
damage it deals.
If an Intelligence Specialist of 4th level or
higher is exposed to any effect that normally Improved Sweep
allows a character to attempt a Reflex saving
At 8th level, an Intelligence Specialist’s ability
throw for half damage, the Intelligence Specialist
to get the lay of the land improves. Now the
suffers no damage if he or she makes a
Intelligence Specialist not only spots potential
successful saving throw and only half damage
perils with a successful check, he or she can
on a failed save. Improved evasion can only be
determine the relative strength of these dangers.
used when wearing light armor or no armor.
A successful check relates the danger’s strength
For an Intelligence Specialist who does not compared to the Intelligence Specialist: stronger
have evasion (see the Fast hero class (higher level or Hit Dice), on par (same level or
description), improved evasion counts as HD), or weaker (lower level or HD).
evasion for the purpose of meeting the
Without a Trace
prerequisites on the Fast hero’s defensive talent
tree. At 10th level, when an Intelligence Specialist
uses any of the following skills: Balance, Climb,
Skill Mastery
Disable Device, Escape Artist, Hide, Move
At 5th level, an Intelligence Specialist selects Silently, and Sleight of Hand, those using
a number of skills from his or her class list equal Investigate, Listen, Search, or Spot to detect the
to 3 + his or her Intelligence modifier. When Intelligence Specialist’s activity take a –4
making a check using one of these skills, the penalty.
Intelligence Specialist may take 10 even if stress

58 – Aliens: Game Over


Machinegun Specialist
Machinegun Specialists are some of the
deadliest Marines in the Corps. Using the Class Information
M56A2 Smart Gun, Machinegun Specialists are
adept at utilizing the harness, gyroscopic
stabilizing device, and headset to effectively Hit Die: 1d10
mow down opponents. It takes a lot of strength Action Points: 6 + one-half character level,
and a lot of guts to be a Machinegun Specialist. rounded down, every time the Machinegun
Machinegun Specialist officers go to the Army Specialist attains a new level in this class.
field artillery school in Fort Sill, OK.

Class Skills
Requirements The Machinegun Specialist’s class skills (and
To qualify to become a Machinegun the key ability for each skill) are: Balance (Dex),
Specialist, a character must fulfill the following Computer Use (Int), Concentration (Con),
criteria. Demolitions (Int), Drive (Dex), Gamble (Wis),
Base Attack Bonus: +2. Intimidate (Cha), Jump (Str), Knowledge (tactics,
technology) (Int), Move Silently (Dex),
Profession: Marine garrison infantry, marine Profession (Wis), Read/Write Language (none),
line infantry, marine officer, or staff officer. Speak Language (none), Listen (Wis), Spot
Skills: Concentration 6 ranks, Intimidate 6 (Wis), Survival (Wis), Tumble (Dex).
ranks. Skill Points at Each Level: 5 + Int modifier.
Feat: Exotic Firearms Proficiency (heavy
machinegun).

Table: The Machinegun Specialist


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +1 +1 +0 Close combat +1 +1
2nd +1 +2 +2 +0 Weapon focus +1 +1
3rd +2 +2 +2 +1 Bonus feat +2 +1
4th +3 +2 +2 +1 Defensive position +2 +1 +2
5th +3 +3 +3 +1 Lightning shot +3 +2
6th +4 +3 +3 +2 Bonus feat +3 +2
7th +5 +4 +4 +2 Sharp-shooting +4 +3
8th +6 +4 +4 +2 Greater weapon +4 +3
9th +6 +4 +4 +3 Bonus feat +5 +3
10th +7 +5 +5 +3 Bull's-eye +5 +4
The Machinegun Specialist adds +1 to all
Class Features attack rolls using the selected exotic firearm.
The following features pertain to the Bonus Feats
Machinegun Specialist advanced class.
The Machinegun Specialist gets a bonus
Close Combat Shot feat. The bonus feat must be selected from the
following list, and the Machinegun Specialist
The Machinegun Specialist gains the ability must meet all the prerequisites of the feat to
to make a ranged attack with a large firearm select it.
while in a threatened area without provoking an
attack of opportunity. Advanced Firearms Proficiency, Burst Fire,
Dead Aim, Double Tap, Far Shot, Precise Shot,
Weapon Focus Quick Draw, Quick Reload, Shot on the Run,
The Machinegun Specialist gains the Skip Shot, Strafe.
Weapon Focus class feature, providing the Defensive Position
benefit of the feat with the same name. The
Machinegun Specialist must choose the heavy The Machinegun Specialist gains an
machinegun. additional +2 cover bonus to Defense and an
additional +2 cover bonus on Reflex saves

Aliens: Game Over - 59


whenever he or she has one-quarter, one-half, target’s Defense for one-quarter, one-half, three-
three-quarters, or nine-tenths cover. quarters, or nine-tenths cover is reduced by 2.
Lightning Shot Greater Weapon Focus
The Machinegun Specialist can make a flurry The Machinegun Specialist receives a +1
of ranged attacks with an exotic firearm at the competence bonus on attack rolls made with the
expense of accuracy. With a lightning shot, the firearm selected for the Weapon Focus ability at
Machinegun Specialist may make one extra 2nd level. This bonus stacks with the earlier
ranged attack with an exotic firearm in a round bonus.
at his or her highest base attack bonus. This
Bull's-eye
attack and each other attack made in the round
take a –2 penalty. Using lightning shot is a full- The Machinegun Specialist becomes so
round action. The Machinegun Specialist can’t adept at using the firearm to which he or she
take more than a 5-foot step and use lightning has applied Weapon Focus and Greater
shot in the same round. Weapon Focus that the Machinegun Specialist’s
attacks with that firearm can deal extra damage.
Sharp-Shooting
With a successful attack, before damage is
The Machinegun Specialist uses an exotic rolled, the Machinegun Specialist can spend 1
firearm to attack a target, the cover bonus to the action point to deal +3d6 points of damage.

60 – Aliens: Game Over


Medical Technician
The Medical Technician is a specialist in life Skills: Treat Injury 6 ranks, Spot 6 ranks.
sciences and nearly as valuable as Engineers.
Feats: Surgery.
Life and death situations are common on the
frontiers of space. Without access to competent
medical personal, space exploration can be a Class Information
fleeting career. Therefore, Medical Technicians
are an invaluable and highly respected member The following information pertains to the
of any crew or organization. Most Medical Medical Technician advanced class.
Technicians are ethical and honorable. Their Hit Die: 1d8
only goal is to preserve life, and protect the
members of their crew from the hazards space Action Points: 6 + one-half character level,
travel. However, there are also rogue Medical rounded down, every time the Medical
Technicians, who travel to the stars to conduct Technician attains a new level in this class.
research that would not tolerated by law-abiding
societies. Cloning, Exo-Genetic Grafting, and
even more bizarre experiments have been
Class Skills
uncovered. In the future, medicine has a dark The Medical Technician’s class skills (and
underbelly, one inhabited by those brave the key ability for each skill) are: Computer Use
enough to answer the questions “ethical” (Int), Concentrate (Con), Craft (pharmaceutical)
Medical Technicians are afraid to ask. (Int), Diplomacy (Cha), Drive (Dex), Knowledge
(behavioral sciences, current events, earth and
life sciences, popular culture, technology) (Int),
Requirements Listen (Wis), Pilot (Dex), Profession (Wis),
To qualify to become a Medical Technician, a Read/Write Language (none), Research (Int),
character must fulfill the following criteria. Speak Language (none), Spot (Wis), Treat Injury
(Wis).
Base Attack Bonus: +2
Skill Points at Each Level: 5 + Int modifier.
Profession: Auxiliary.

Table: The Medical Technician


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +2 +0 +1 Medical technician +1 +0 +1
2nd +1 +3 +0 +2 Expert healer +1 +1
3rd +1 +3 +1 +2 Bonus feat +1 +1
4th +2 +4 +1 +2 Medical mastery +1 +2
5th +2 +4 +1 +3 Medical technician +2 +2 +2
6th +3 +5 +2 +3 Bonus feat +2 +2
7th +3 +5 +2 +4 Minor medical miracle +2 +3
8th +4 +6 +2 +4 Medical technician +3 +3 +3
9th +4 +6 +3 +4 Bonus feat +3 +3
10th +5 +7 +3 +5 Medical miracle +3 +4
medical kit or surgery kit and a successful use of
Class Features the Treat Injury skill improves. In addition to the
normal hit point recovery rate (1d4 for a medical
The following features pertain to the Medical kit, 1d6 per patient’s character level for surgery),
Technician advanced class. the Medical Technician restores 1 hit point for
Medical Specialist every level he or she has in this advanced class.
The Medical Technician receives a Bonus Feats
competence bonus on Treat Injury checks. At At 3rd, 6th, and 9th level, the Medical
1st level, the bonus is +1. It increases to +2 at Technician gets a bonus feat. The bonus feat
5th level, and to +3 at 8th level. must be selected from the following list, and the
Expert Healer Medical Technician must meet all the
prerequisites of the feat to select it.
At 2nd level and higher, the Medical
Technician’s ability to restore hit points with a

Aliens: Game Over - 61


Armor Proficiency (light), Armor Proficiency Fortitude save (DC 15) to stabilize and be
(medium), Cautious, Defensive Martial Arts, restored to 0 hit points.
Dodge, Educated, Improved Initiative, Medical
If the Medical Technician fails the skill check
Expert, Personal Firearms Proficiency, Surface
or the patient fails the save, the dead character
Vehicle Operation, Vehicle Expert.
can’t be saved.
Medical Mastery
Medical Miracle
When making a Treat Injury skill check, a
At 10th level, a Medical Technician can
Medical Technician of 4th level or higher may
revive a character reduced to –10 hit points or
take 10 even if stress and distractions would
lower. If the Medical Technician is able to
normally prevent him or her from doing so.
administer aid within 3 minutes of the
Minor Medical Miracle character’s death, he or she can make a Treat
Injury check. The DC for this check is 40, and
At 7th level or higher, a Medical Technician
the Medical Technician can’t take 10 or take 20.
can save a character reduced to –10 hit points
If the check succeeds, the dead character can
or lower. If the Medical Technician is able to
make a Fortitude save (DC 20) to stabilize and
administer aid within 3 rounds of the character’s
be restored to 1d6 hit points.
death, he or she can make a Treat Injury check.
The DC for this check is 30, and the Medical If the Medical Technician fails the skill check
Technician can’t take 10 or take 20. If the check or the patient fails the Fortitude save, the dead
succeeds, the dead character can make a character can’t be restored.

62 – Aliens: Game Over


Navigator
Navigators are more disciplined than their
Hotshot counterparts, and even when these two Class Information
types of fliers find themselves on the same side
of a battle, there is often a friendly rivalry The following information pertains to the
between the two. Navigators see Hotshots as Navigator advanced class.
undisciplined speed demons, just out for a quick Hit Die: 1d6
thrill. While Hotshots see Navigators as stiff, and
unwilling to take the big risks necessary to win a Action Points: 6 + one-half character level,
dogfight. rounded down, every time the Navigator attains
a new level in this class.

Requirements
Class Skills
To qualify to become a Navigator, a
character must fulfill the following criteria. The Navigator’s class skills (and the key
ability for each skill) are: Computer Use (Int),
Profession: Corporate employee. Navigation (Int), Navigator (Dex), Profession
Skills: Navigate 6 ranks, Pilot 6 ranks. (Wis), Repair (Int).

Feat: Aircraft Operation. Skill Points at Each Level: 4 + Int modifier.

Table: The Navigator


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +0 +2 +0 Bonus feat +1 +0
2nd +1 +0 +3 +0 Dogfighting +1 +0
3rd +2 +1 +3 +1 Bonus feat +2 +1
4th +3 +1 +4 +1 Bonus feat +2 +1
5th +3 +1 +4 +1 Starship evasion +3 +1
6th +4 +2 +5 +2 Bonus feat +3 +2
7th +5 +2 +5 +2 Bonus feat +4 +2
8th +6/+1 +2 +6 +2 Bonus feat +4 +2
9th +6/+1 +3 +6 +3 Bonus feat +5 +3
10th +7/+2 +3 +7 +3 Improved starship evasion +5 +3
The Navigator may make a Reflex Save (DC
Class Features is equal to damage inflicted by the attack) to
reduce any damage to his starship by 1.2. If the
The following features pertain to the Navigator fails this Save, his craft. takes full
Navigator advanced class. damage. The defense modifier of the starship
Dogfighting (positive or negative) is applied to the
Navigator’s Reflex Save. This ability may not be
Navigators receive this feat for free 1st Level, used by a craft. larger than medium size.
as long as they meet the prerequisites. If the
character does not meet the requirements, he Improved Starship Evasion
may gain this feat at a later level once they are The Navigator can make a Reflex Save (DC
met. is equal to the damage inflicted by the attack) to
Bonus Feats reduce any damage to his starship to zero. If the
Navigator gets a bonus feat from the Navigator fails this Save, his craft. still only takes
following list: Builder, Drive-By Attack, Educated, 1.2 damage. The Defense modifier of the
Force Stop, Gearhead, Guide, Improved starship (positive or negative) applies to this
Initiative, Vehicle Dodge, Vehicle Expert. Reflex Save. This ability may not be used by a
starship larger than Medium size. This ability
Starship Evasion may only be used once per round.

Aliens: Game Over - 63


Recon Specialist
The Guerilla Warfare Specialist goes in Base Attack Bonus: +2.
before the Marines arrive. The Intelligence
Profession: Marine garrison infantry, marine
Specialist ranges far from the battlefield, up to
line infantry, marine officer, or staff officer.
his eyeballs in political intrigue. But the Recon
Specialist goes in while the fighting's hot and Skills: Hide 6 ranks, Move Silently 6 ranks.
heavy. He performs surveillance, calls in air
strikes, and otherwise acts as an advance scout
for other Marines. Class Information
Recon Specialists train for "special The following information pertains to the
operations," a term covering many missions, Recon Specialist advanced class.
including deep penetration reconnaissance, Hit Die: 1d8
raids and demolitions, assassination, the training
of partisans and guerillas and rescue operations. Action Points: 6 + one-half character level,
Recon Specialists have to operate in all rounded down, every time the Recon Specialist
environments and are given extensive training in attains a new level in this class.
underwater, deep space, and hostile planetary
environments.
Class Skills
Usually operating in autonomous four man The Recon Specialist’s class skills (and the
teams, the Recon Specialist's job is to hide in key ability for each skill) are: Balance (Dex),
the heart of enemy territory, supplying vital Climb (Str), Computer Use (Int), Demolitions
information that remote technology cannot. (Int), Disguise (Cha), Disable Device (Int),
Most Recon Specialists are inserted by Escape Artist (Dex), Hide (Dex), Investigate
orbital drop. While extremely stealthy, it is also (Int), Jump (Str), Knowledge (business,
a very risky form of insertion: the Marine is streetwise, technology) (Int), Listen (Wis), Move
placed inside a small capsule, which makes a Silently (Dex), Profession (Wis), Read/Write
ballistic reentry. At low altitude, the drogue shoot Language (none), Search (Int), Sleight of Hand
slows the capsule, allowing the Recon Specialist (Dex), Speak Language (none), Tumble (Dex).
to eject and unfold a parafoil to glide to the Skill Points at Each Level: 7 + Int modifier.
landing zone.

Class Features
Requirements
The following features pertain to the Recon
To qualify to become an Recon Specialist, a Specialist advanced class.
character must fulfill the following criteria.

Table: The Recon Specialist


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +0 +2 +0 Sweep +1 +1
2nd +1 +0 +3 +0 Camouflage +2 +1
3rd +1 +1 +3 +1 Bonus feat +2 +1
4th +2 +1 +4 +1 Improved evasion +3 +2
5th +2 +1 +4 +1 Trackless step +4 +2
6th +3 +2 +5 +2 Bonus feat +4 +2
7th +3 +2 +5 +2 Improved sweep +5 +3
8th +4 +2 +6 +2 Bonus feat +6 +3
9th +4 +3 +6 +3 Without a trace +6 +3
10th +5 +3 +7 +3 Hide in plain sight +7 +4

Sweep Recon Specialist (but not behind him or her).


The Recon Specialist can use this bonus at the
A Recon Specialist knows how to size up an
start of an encounter.
area and get the lay of the land in a single
sweep of his or her eyes. This sweep provides a Anything not concealed can be spotted in a
+4 circumstance bonus on Spot checks and sweep with a successful check (DC 10). The DC
covers an area out to 30 feet away from the
64 – Aliens: Game Over
for concealed or less obvious threats is equal to sweep of his or her eyes. This sweep provides a
their Hide check result. +4 circumstance bonus on Spot checks and
covers an area out to 30 feet away from the
Bonus Feats
Recon Specialist (but not behind him or her).
The Recon Specialist gets a bonus feat. The The Recon Specialist can use this bonus at the
bonus feat must be selected from the following start of an encounter.
list, and the Recon Specialist must meet all the
Anything not concealed can be spotted in a
prerequisites of the feat to select it.
sweep with a successful check (DC 10). The DC
Acrobatic, Alertness, Armor Proficiency for concealed or less obvious threats is equal to
(light), Athletic, Attentive, Brawl, Cautious, their Hide check result.
Defensive Martial Arts, Dodge, Elusive Target,
Camouflage
Meticulous, Mobility, Nimble, Renown, Run,
Stealthy. A Recon Specialist can use the Hide skill in
any sort of natural terrain, even if the terrain
Improved Evasion
doesn’t grant cover or concealment.
If a Recon Specialist is exposed to any effect
Trackless Step
that normally allows a character to attempt a
Reflex saving throw for half damage, the Recon A Recon Specialist leaves no trail in natural
Specialist suffers no damage if he or she makes surroundings and cannot be tracked. She may
a successful saving throw and only half damage choose to leave a trail if so desired.
on a failed save. Improved evasion can only be
Improved Sweep
used when wearing light armor or no armor.
A Recon Specialist's ability to get the lay of
For a Recon Specialist who does not have
the land improves. Now the Recon Specialist not
evasion (see the Fast hero class description),
only spots potential perils with a successful
improved evasion counts as evasion for the
check, he or she can determine the relative
purpose of meeting the prerequisites on the Fast
strength of these dangers. A successful check
hero’s defensive talent tree.
relates the danger’s strength compared to the
Without a Trace Recon Specialist: stronger (higher level or Hit
Dice), on par (same level or HD), or weaker
When a Recon Specialist uses any of the
(lower level or HD).
following skills: Balance, Climb, Disable Device,
Escape Artist, Hide, Move Silently, and Sleight Hide in Plain Sight
of Hand, those using Investigate, Listen, Search,
While in any sort of natural terrain, a Recon
or Spot to detect the Recon Specialist’s activity
Specialist can use the Hide skill even while
take a –4 penalty.
being observed.
Sweep
A Recon Specialist knows how to size up an
area and get the lay of the land in a single

Aliens: Game Over - 65


Science Officer
A role often filled by a Synthetic, Science
Officers are a critical component in determining Class Information
the nature of new indigenous wildlife, strange
climates, and weird atmospheres. Science The following information pertains to the
Officers are employed most often by Science Officer advanced class.
Corporations to determine the value of any Hit Die: 1d8
planet. In that regard they are sometimes seen
by Marines as the equivalent of greedy Action Points: 6 + one-half character level,
prospectors. rounded down, every time the Science Officer
attains a new level in this class.

Requirements
Class Skills
To qualify to become a Science Officer, a
character must fulfill the following criteria. The Science Officer’s class skills (and the
key ability for each skill) are: Computer Use
Profession: Corporate employee or (Int), Craft (chemical, electronic, mechanical,
Auxiliary. pharmaceutical), Decipher Script (Int),
Skills: 6 ranks in either Craft (chemical) or Demolitions (Int), Disable Device (Int), Drive
Craft (electronic), plus 6 ranks in Knowledge (Dex), Investigate (Int), Knowledge (behavioral
(earth and life sciences), Knowledge (physical sciences, earth and life sciences, physical
sciences), or Knowledge (technology), plus 6 sciences, technology) (Int), Navigate (Int), Pilot
ranks in Research. (Dex), Profession (Wis), Read/Write Language
(none), Research (Int), Search (Int), Speak
Language (none).
Skill Points at Each Level: 7 + Int modifier.

Table: The Science Officer


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +1 +1 +0 Smart defense +0 +0
2nd +1 +2 +2 +0 Scientific improvisation +1 +0
3rd +2 +2 +2 +1 Bonus feat +1 +1
4th +3 +2 +2 +1 Skill mastery +1 +1
5th +3 +3 +3 +1 Minor breakthrough +2 +1
6th +4 +3 +3 +2 Bonus feat +2 +2
7th +5 +4 +4 +2 Smart survival +2 +2
8th +6 +4 +4 +2 Smart offense +3 +2
9th +6 +4 +4 +3 Bonus feat +3 +3
10th +7 +5 +5 +3 Major breakthrough +3 +3
the Science Officer create objects in a dramatic
Class Features situation quickly and cheaply, but that have a
limited duration.
The following features pertain to the Science
Officer advanced class. By spending 1 action point and combining
common objects with a Craft. check that
Smart Defense corresponds to the function desired, the Science
A Science Officer applies his or her Officer can build a tool or device to deal with any
Intelligence bonus and his or her Dexterity situation. The DC for the Craft. check is equal to
bonus to his or her Defense. Any situation that 5 + the purchase DC of the object that most
would deny the Science Officer his or her closely matches the desired function.
Dexterity bonus to Defense also denies the Only objects that can normally be used more
Intelligence bonus. than once can be improvised.
Scientific Improvisation Electronic devices, special tools, weapons,
At 2nd level, a Science Officer gains the mechanical devices, and more can be built with
ability to improvise solutions using common scientific improvisation. It takes a full-round
objects and scientific know-how. This ability lets action to make an object with scientific

66 – Aliens: Game Over


improvisation. The object, when put into use, with others with at least 1 rank in the same
lasts for a number of rounds equal to the Knowledge skill, the Science Officer gains a +2
Science Officer’s class level, or until the end of bonus on Reputation checks.
the current encounter, before it breaks down. It
This minor breakthrough also provides the
can’t be repaired.
Science Officer with a +3 Wealth bonus
Bonus Feats increase.
At 3rd, 6th, and 9th level, the Science Officer Smart Survival
gets a bonus feat. The bonus feat must be
A Science Officer of 7th level or higher can
selected from the following list, and the Science
spend 1 action point to reduce the damage dealt
Officer must meet all the prerequisites of the feat
by a single attack or effect by 5 points.
to select it.
Smart Offense
Archaic Weapons Proficiency, Attentive,
Cautious, Combat Expertise, Educated, At 8th level, the Science Officer selects one
Gearhead, Personal Firearms Proficiency, Point weapon that he or she is proficient in and can
Blank Shot, Renown, Studious. use with one hand. With the selected weapon,
the Science Officer can use his or her
Skill Mastery
Intelligence modifier instead of Strength or
At 4th level, a Science Officer selects a Dexterity modifier on attack rolls.
number of skills from his or her class list equal to
Major Breakthrough
3 + his or her Intelligence modifier. When
making a skill check using one of these skills, At 10th level, the Science Officer gains a +2
the Science Officer may take 10 even if stress bonus on Reputation checks when dealing with
and distractions would normally prevent him or individuals who have at least 1 rank in any of the
her from doing so. following Knowledge skills: behavioral sciences,
earth and life sciences, physical sciences, or
Minor Breakthrough
technology. This bonus stacks with the bonus
Upon attaining 5th level, a Science Officer provided by the minor breakthrough ability.
receives credit for a minor scientific
This major breakthrough also provides the
breakthrough that earns him or her the
Science Officer with a +3 Wealth bonus
recognition of her peers. The Science Officer
increase.
chooses one of the following Knowledge skills:
behavioral sciences, earth and life sciences,
physical sciences, or technology. When dealing

Aliens: Game Over - 67


Starship Captain
The Starship Captain is a generalist, trained
in all aspects of ship operations. While not as Class Information
good as any one facet of running a Starship as a
Pilot or Engineer or Scientist, the Captain’s The following information pertains to the
ability to move from role to role, filling in as Starship Captain advanced class.
needed, makes him a valuable addition to any Hit Die: 1d6
crew. As the Captain progresses in levels, he
rises in rank, and gains greater command Action Points: 6 + one-half character level,
responsibilities. Many members of this core rounded down, every time the Starship Captain
class aspire to be Starship Commanders. attains a new level in this class.

Requirements Class Skills


To qualify to become a Starship Captain, a The Starship Captain’s class skills (and the
character must fulfill the following criteria. key ability for each skill) are: Computer Use,
Knowledge (business), Knowledge (civics),
Profession: Corporate employee. Knowledge (physical sciences), Knowledge
Skills: Diplomacy 6 ranks, Sense Motive 6 (tactics), Knowledge (technology), Navigation,
ranks. Pilot, Repair, Treat Injury.

Feats: Leadership. Skill Points at Each Level: 6 + Int modifier.

Table: The Starship Captain


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +1 +1 +0 Bonus feat +0 +1
2nd +1 +2 +2 +0 Voice of command 1/day +1 +1
3rd +2 +2 +2 +1 Bonus feat +1 +1
4th +3 +2 +2 +1 Voice of command 2/day +1 +2
5th +3 +3 +3 +1 Inspiration +2 +2
6th +4 +3 +3 +2 Voice of command 3/day +2 +2
7th +5 +4 +4 +2 Train to average +2 +3
8th +6 +4 +4 +2 Voice of command 4/day +3 +3
9th +6 +4 +4 +3 Bonus feat +3 +3
10th +7 +5 +5 +3 Inspire Crew +3 +4

Class Features
The following features pertain to the Starship
Captain advanced class.
Bonus Feats
The Starship Captain gains a bonus feat from
the following list: Attentive, Confident,
Deceptive, Educated, Iron Will, Trustworthy,
Vehicle Expert.
Voice of Command
A Starship Captain develops such a force of
personal magnetism that he or she can convince
a single member on his ship to regard him or her
as a trusted friend. (If the target is currently

68 – Aliens: Game Over


Pandora Primary Terrain: Mountain
Natural Resources: Nickel
Size: 12,800 km, average gravity (1g)
Indigenous Life Forms: None
Atmospheric Standard: 1
Population: Thousands
Climate: Temperate
Starports and Bases: Routine
Primary Terrain: Forest
Government: Company Corporation (Xarem)
Natural Resources: Various
Campaign: USMC
Indigenous Life Forms: Diverse
Trade: Industrial
Population: Thousands
Closest Jumps: Grandhi 8, Pandora 8
Starports and Bases: Excellent Quality
Government: Company Corporation
Xarem has an abundance of nickel, and thus
Campaign: USMC
a thriving refinery owned by the Xarem
Trade: Drugs
Corporation. Purvis was on his way there when
Closest Jumps: Xarem 8
the crew of the Betty hijacked his ship and his
cryotube was sold to the United Systems
Pandora is aptly named; it disguises a
Military.
multitude of sins that should never be released
to the other systems. The earth-like conditions
make research prolific; the lack of any real law Zeta 2 Reticuli
attracts an unpleasant element dedicated to
breaking every law known to man. Drugs are Zeta 2 Reticuli is a star system on the outer
manufactured for, experimented with, and boundary of the Outer Veil. Acheron is the
second moon of the fourth planet in the system.
released upon the native population, which
Zeta 2 Reticuli is in the constellation.
becomes increasingly unstable with every
passing year. It is a useful planet, a dark
underbelly of experimentation that would never CSC Sector
be allowed on more civilized planets. Although A perpetual thorn in the CMC's side, the
most other planets consider Pandora to be a Central Space Consortium (CSC) proved just
shameful example of humanity, many of them how much influence Corporations would have
have benefited from drugs that were first over space exploration. Its most Earth-like world
synthesized here. is Alexandria, one of several that seceded from
the ICC. Thanks to trade embargoes, the CSC's
grip on this sector is slipping. Still, it is not a
Thedus friendly place for Marines.
Size: 12,800, average gravity (1g)
Atmospheric Standard: 1
Climate: Temperate Alexandria
Primary Terrain: Forest Size: 12,756 km, average gravity (1g)
Natural Resources: Helium, Argon, Silicon Atmospheric Standard: 1
Indigenous Life Forms: None Climate: Hot
Population: None Primary Terrain: Forest
Starports and Bases: None Natural Resources: Various
Government: Company Corporation Indigenous Life Forms: Diverse
Campaign: CMCC Population: Millions (30 million)
Trade: Industrial Starports and Bases: Excellent Quality
Closest Jumps: Fiorina 161 8, Kuliki 6, A6 454 Government: Company Corporation
12 Campaign: CMCC
Trade: Smuggling
Thedus is a planet on the Nostromo's route, Closest Jumps: Ventix 6
way beyond the Outer Rim. The final crew
rotation occurred here, where the science officer
Alexandria continues to be a disturbingly
was replaced by Ash two days before departure,
successful display of organized resistance
and Special Order 937 was initiated.
against the ICC. Although quarantined by
military forces, Alexandria benefits from a highly
Xarem profitable smuggling industry. Alexandria's
success is largely due to its Earth-like
Size: 12,800, average gravity (1g) atmosphere, which has helped propagate an
Atmospheric Standard: 1 advanced level of technology and defense.
Climate: Temperate

76 – Aliens: Game Over


Alexandria may be isolated and its colonists Miners founded dust Ball, which explains its
idealistic, but it is not to be trifled with. moniker. Most of the mining operations centers
on Dust Ball's crater, the site of an ancient
asteroid impact. The impact of the asteroid
Crestus Prime fused the surface into valuable minerals that are
Size: 12,756 km, average gravity (1g) now Dust Ball's primary export.
Atmospheric Standard: 1
Climate: Temperate
Primary Terrain: Hills Goliath
Natural Resources: None Size: 12,756 km, average gravity (1g)
Indigenous Life Forms: None Atmospheric Standard: 2
Population: Thousands (30,000) Climate: Temperate
Starports and Bases: Excellent Quality Primary Terrain: Hills
Government: Military Natural Resources: Iridium, Helium 3
Campaign: CMCC Indigenous Life Forms: Diverse
Trade: Military Population: Millions (1 million)
Closest Jumps: Ventix 2, Torin Prime 2 Starports and Bases: Excellent Quality
Government: Company Corporation
Campaign: CMCC
Crestus Prime is a garrison world, created to
Trade: Various Manufacturing
contain Alexandria. Travel to this world is tightly
Closest Jumps: Crystalis 6, Torin Prime 6
restricted and requires military authorization.

Goliath is the primary staging point for all


Crysalis attacks against Alexandria and a major base for
Size: 3,200 km, very low gravity (0.25g) Colonial Marine forces. The atmosphere on
Atmospheric Standard: 2 Goliath is too thin to breathe without assistance.
Climate: Cold
Primary Terrain: Desert
Natural Resources: Heavy Metals and Minerals Keystone
Indigenous Life Forms: None Size: 12,756 km, average gravity (1g)
Population: Thousands Atmospheric Standard: 3
Starports and Bases: Frontier Climate: Cold
Government: Company Corporation Primary Terrain: Mountain
Campaign: CMCC Natural Resources: Minerals
Trade: Heavy Metals and Minerals Indigenous Life Forms: None
Closest Jumps: Goliath 6, Paragon 8 Population: Thousands (20,000)
Starports and Bases: Frontier
Government: Company Corporation
Crysalis is best known for its mining of heavy
Campaign: CMCC
metals and a rare mineral used in power
Trade: Mining
conversion units.
Closest Jumps: Stoner 4, Dust Ball 4, Crystalis
8
Dust Ball
Size: 1,600 km, very low gravity (0.125 g) Keystone has had better days. Thanks to
Atmospheric Standard: 3 periodic asteroid impacts on its surface, it was
Climate: Cold the site of a wide variety of mining colonies. But
Primary Terrain: Desert those same asteroids provide the greatest threat
Natural Resources: Minerals to established colonies, the majority of which
Indigenous Life Forms: Few have since moved on to safer enterprises.
Population: Hundreds Antioch, a mid-sized Corporation, is considering
Starports and Bases: Frontier purchasing the rights to the planet and clearing
Government: Company Corporation all threatening asteroids from the area.
Campaign: CMCC
Trade: Minerals
Closest Jumps: Keystone 4, Saint John 6 Paragon
Size: 12,756 km, average gravity (1g)
Atmospheric Standard: 2
Climate: Cold
Aliens: Game Over - 77
Primary Terrain: Desert CSC's first terraforming project was
Natural Resources: Various ultimately a failure. Saint John possesses a
Indigenous Life Forms: None caustic atmosphere and multiple sulphur bogs,
Population: Thousands which have defied all efforts at terraforming.
Starports and Bases: Excellent Quality There is still one Atmospheric Processor at
Government: Company Corporation work, supporting numerous bioengeering
Campaign: CMCC research stations. The stations themselves and
Trade: Various Manufacturing the expertise they provide are a sort of export.
Closest Jumps: Crystalis 8 Much of CSC's funding comes from leasing its
cutting-edge research stations. Further
development of the planet has been abandoned
Paragon is another attempt to terraform a
in favor of Starview.
planet after Alexandria's failed rebellion.
Although the terraforming is largely successful, it
is still a cold, windy planet that requires colonists Starview
to live underground. Paragon is slated to be the
next Corporate Headquarters for CSC in the Size: 12,756 km, average gravity (1g)
coming years. Atmospheric Standard: 3
Climate: Cold
Primary Terrain: Desert
Riesling Natural Resources: Various
Indigenous Life Forms: Few
Size: 12,756 km, average gravity (1g)
Population: Thousands (30,000)
Atmospheric Standard: 1
Starports and Bases: Excellent Quality
Climate: Temperate
Government: Company Corporation
Primary Terrain: Mountain
Campaign: CMCC
Natural Resources: Minerals
Trade: Various
Indigenous Life Forms: None
Closest Jumps: Riesling 4
Population: Hundreds
Starports and Bases: Frontier
Government: Company Corporation Starview is well on its way to becoming a
Campaign: CMCC primary world. Until then, terraformers are still
Trade: Mining working out the kinks: the atmosphere is nearly
Closest Jumps: Starview 4, Saint John 6 opaque, ensuring that the climate is always cold
and in eternal twilight.
Riesling is being stripped clean of its
valuable minerals, thanks to several drilling Stoner 1
companies' efforts. It has something of a gold
rush atmosphere, with representatives from a Size: 12,756 km, average gravity (1g)
wide variety of Corporations hoping they will Atmospheric Standard: 4 (caustic)
discover the next rare mineral. Climate: Cold
Primary Terrain: Mountain
Natural Resources: Various
Saint John Indigenous Life Forms: None
Population: Thousands
Size: 12,756 km, average gravity (1g)
Starports and Bases: Excellent Quality
Atmospheric Standard: 5 (caustic)
Government: Company Corporation
Climate: Temperate
Campaign: CMCC
Primary Terrain: Swamp
Trade: Manufacturing and Engineering
Natural Resources: None
Closest Jumps: Keystone 4
Indigenous Life Forms: None
Population: Hundreds
Starports and Bases: Frontier Stoner 1 has been recently terraformed, an
Government: Company Corporation effort at least partially the result of the secession
Campaign: CMCC of Alexandria's failed rebellion. While the
Trade: Bioengineering surface is still undergoing its transformation, but
Closest Jumps: Volcus 4, Dust Ball 6, Riesling the majority of its population lives in Stoner
6, Earth 8 Mountain, a 10,000 square mile rock dome.

78 – Aliens: Game Over


Torin Prime If Saint John is a failure to overcome the
difficulties inherent in terraforming, Volcus is a
Size: 12,800, average gravity (1g)
resounding success. The planet itself consists
Atmospheric Standard: 1
of highly volatile magma. A colony was instead
Climate: Temperate
located on the moon. It receives a massive
Primary Terrain: Forest
amount of energy from the planet's thermals,
Natural Resources: Various
which are in turn harnessed and broadcast by
Indigenous Life Forms: None
floating power stations on Volcus. Not even the
Population: Thousands
moon is terraformed; the colonists live in a self-
Starports and Bases: Routine
contained ecosystem.
Government: Military
Campaign: CMCC
Trade: Industrial
Earth Sector
Closest Jumps: Goliath 6, Crestus Prime 2, Earth and its garrisons are provisionally the
Ventrix 4 territory of the military. This dominance has
caused many of the Corporations to range
Torin Prime is in the Outer Rim Territories further and further away from Earth in an
where a Civil War occurred between the attempt to extend beyond the reach of the
UAORD and J'Har Rebels between 2106 and military. In many cases, this ploy worked. Still,
2108. It is currently occupied by the military to Gateway Station makes for a powerful
ensure Alexandria's rebellion does not spread. headquarters.

Ventrix Earth
Size: 12,756 km, average gravity (1g) Size: 12,756 km, average gravity (1g)
Atmospheric Standard: 3 Atmospheric Standard: 1
Climate: Cold Climate: Temperate
Primary Terrain: Desert Primary Terrain: Various
Natural Resources: None Natural Resources: Various
Indigenous Life Forms: None Indigenous Life Forms: Diverse
Population: Thousands (250,000) Population: Tens of Billions
Starports and Bases: Excellent Quality Starports and Bases: Excellent Quality
Government: Military Government: Company Corporation
Campaign: CMCC Campaign: CMCC, USMC
Trade: Military Trade: Industrial
Closest Jumps: Vrestus Prime 2, Torin Prime
4, Alexandria 6 Earth is the home planet of the human race
and the third planet in the Sol system. It rotates
on its axis in 23.93 hours and takes 365.25 days
Ventrix's population lives in vast underground to travel once around the sun, which it is
networks. Although it was originally slated to be 149,600,000 km or 92,960,000 miles away from.
terraformed, the war with Alexandria halted all It has one moon designated Luna.
operations and it is now used exclusively as the
home planet for five military bases. Earth is crammed to the rim with a population
of nearly 10 billion people. Between the waning
power of the USM and the rising indifference of
Volcus the Corporations, civil society is on the verge of
Size: 12,756 km, average gravity (1g) collapse. The rich have gotten richer, the poor
Atmospheric Standard: 5 (caustic) are nearly destitute.
Climate: Torrid Orbiting Earth in the 22nd century is
Primary Terrain: Mountain Gateway Station. Colonial Administration, the
Natural Resources: Heat Extrasolar Colonization Administration, the
Indigenous Life Forms: None Interstellar Commerce Commission, the United
Population: Thousands (200,000) States Colonial Marine Corp, the Weyland
Starports and Bases: Excellent Quality Yutani Corporation, and later Walmart and the
Government: Company Corporation United Systems Military were all based here.
Campaign: CMCC th
Trade: Geo-Thermal Technology The Marine reserves, comprising the 5
Closest Jumps: Saint John 4 (provisional) Division and the attached Reserve
Aerospace Wing, are based mainly in

Aliens: Game Over - 79


with "various" as their Primary Terrain have as appropriate for USMC, but the planet may be
many diverse terrains as Earth. very different in the future.
Natural Resources: Natural resources Trade: All Craft, Profession, and Wealth
determine the most common valuable checks receive the Trade Modifier as a bonus or
commodity native to the planet in question. penalty.
Craft or Profession checks related to the natural
Closest Jumps: How many light years it
resource receive a circumstance bonus
takes to reach that particular planet. Jump Drive
depending on the Trade Modifier.
navigation is a carefully regulated secret; PCs
Indigenous Life Forms: The most can't just hop to any planet they please. Finding
commonly encountered creatures on the planet. a new route to a planet should be an adventure
Some creatures are known for their life forms in itself. The Jump Distance represents how
and these creatures have a higher chance of many light years (multiplied by 5) a ship must
being encountered. See the Monsters chapter Jump to reach the next planet.
for more details.
Population: Population determines how Borodino Sector
many people live on the planet. The less people Borodino is a mostly unclaimed sector. The
there are, the harder it is to make a Wealth original Borodino Corporation made tentative
check on that planet. exploration efforts and then went bankrupt. This
left a power vacuum ripe for colonization that
Population Population Modifier many mid-level Corporations have taken
None -3 advantage of.
Hundreds -2
Thousands -1
Millions 0 A6 454
Billions +1 Size: 12,800, average gravity (1g)
Atmospheric Standard: 3 (irradiated)
Conversely, the size of a population Climate: Temperate
dedicated to a particular type of government Primary Terrain: Desert
(military) or trade (industrial) can work in PCs Natural Resources: Royal Jelly
favor. Indigenous Life Forms: Aliens
Population: None
Population Trade Modifier Starports and Bases: None
None -2 Government: Company Corporation
Hundreds -1 Campaign: CMCC
Thousands 0 Trade: Industrial
Millions +1 Closest Jumps: Thedus 12
Billions +2
The planet known only as A6 454 has a
barely breathable atmosphere and is constantly
Starports and Bases: Many planets merely buffeted by storms. It also has a heavy radiation
have frontier installations, which are just belt, making it an extremely unfriendly place.
enough resources to service ships in and out. And yet several companies lay claim to it
All ship-related checks to repair of looking for surface because it has one of the largest
parts suffer a trade modifier as a circumstance naturally occurring Alien hives in the system.
penalty. Other planets are considerably more The highest peak on A6 454 is 350 meters – the
advanced with starports. Starports do not Alien hive reaches 1,000 meters in height. The
bestow any penalties. sheer size of the hive makes for a lot of royal
Government: Most governments are either jelly, if the harvesters are willing to risk their lives
run by Corporations or by the military. If the PC to get it.
is from the appropriate background, he receives
the Population Modifier as circumstance bonus
to all Charisma-based skill checks. Acheron
Size: 1200 km, average gravity (0.86g)
Campaign: What campaign the world is Atmospheric Standard: 2
appropriate for. In some cases, the planets Climate: Frigid (-35)
have not yet been explored and are only Primary Terrain: Mountain
appropriate for USMC. All CMCC worlds are Natural Resources: Terraforming

Aliens: Game Over - 73


Indigenous Life Forms: None Government: Company Corporation
Population: Hundreds (158, Hadley's Hope) Campaign: CMCC
Starports and Bases: Frontier Trade: Smuggling
Government: Company Corporation Closest Jumps: Aerodyne 11, Eyesore 5
Campaign: CMCC
Trade: Industrial Arcturus is most notable for its humanoid-like
Closest Jumps: Aerodyne 8, Chitin 8 inhabitants that live in warrens all across the
planet. Arcturians are tool users and hostile to
Also known as LV-426, Acheron is one of two intruders, which makes life exciting for colonists.
moons orbiting a planet in the Zeta 2 Reticuli Despite the violent fauna, colonists continue to
system. At quadrant points QBR 157 052, the flock to Arcturus.
tiny planet has a lava base. The Nostromo
landed roughly here in 2122 in response to a
supposed distress signal, and subsequently Chitin
discovered a derelict ship full of eggs. The Size: 12,800 km, average gravity (1g)
colony of Hadley's Hope set up in the mid 22nd Atmospheric Standard: 1
century beyond the Ilium Range, was later, in Climate: Temperate
2179, involved in an incident with that same ship Primary Terrain: Desert
and Aliens. Named for the river in hell. Natural Resources: Basalt
Indigenous Life Forms: None
Population: Thousands (600,000)
Aerodyne Starports and Bases: Excellent Quality
Size: 12,800 km, average gravity (1g) Government: Company Corporation (Aerodyne)
Atmospheric Standard: 2 Campaign: CMCC
Climate: Cold Trade: Light Manufacturing
Primary Terrain: Plains Closest Jumps: Acheron 8, Fiorina 161 8
Natural Resources: Wind
Indigenous Life Forms: None Chitin is named after the appearance of its
Population: Millions (25 million) surface, which looks something like the
Starports and Bases: Frontier carapace of an insect due to the basalt flows
Government: Company Corporation (Aerodyne) that cover the planet. Three communities have
Campaign: CMCC been excavated from the basalt. All
Trade: Smuggling underground complexes engage in light
Closest Jumps: Acheron 8, Nimbus 8, Arcturus manufacturing – a rare commodity in the
11 Borodino Sector.

Aerodyne is a terraformed planet that has


been colonized by its namesake, the Aerodyne Eridani
Corporation. Aerodyne had a very specific Closest Jumps: Earth 6, Nimbus 2
interest in converting windy worlds into Marine Space Force, Eridani, is
habitable, renewable resources through high- headquartered at Happy Days, Helene 215 (82
rd
tech windmills. Aerodyne's success indicates its Eridani II). It comprises the 3 Marine Division
rd
approach to terraforming is viable. Much to the and the 3 Marine Aerospace Wing, based
ICC's consternation, Aerodyne has opened a largely at Kuat ASFB, Surier 430 (Delta Pavonis
direct link to Weyland-Yutani, circumventing the IV), and at a number of garrison locations as far
necessity of returning to Earth. Marine forces as Thedus and the Solomons (Alpha Caeli V b-
are not welcome here, which is why so many h).
illegal activities take place.

Eyesore
Arcturus Size: 12,800 km, average gravity (1g)
Size: 12,800 km, average gravity (1g) Atmospheric Standard: 3
Atmospheric Standard: 2 Climate: Temperate
Climate: Cold Primary Terrain: Mountains
Primary Terrain: Hills Natural Resources: Minerals
Natural Resources: Various Indigenous Life Forms: None
Indigenous Life Forms: Diverse Population: Hundreds (400)
Population: Thousands (25,000) Starports and Bases: Frontier
Starports and Bases: Frontier Government: Company Corporation
74 – Aliens: Game Over
Campaign: CMCC Climate: None
Trade: None Primary Terrain: Desert
Closest Jumps: Eridani 4, Arcturas 5, Weyland- Natural Resources: None
Yutani 6 Indigenous Life Forms: None
Population: Thousands (15,000)
Eyesore is…well, an eyesore. A former Starports and Bases: Excellent Quality
mining community is all that is in residence, Government: Company Corporation
servicing crews on the way to other planets. Campaign: USMC
Trade: Service Station
Closest Jumps: Kuliki 6, Pandora 16
Fiorina 161
Size: 12,800 km, average gravity (1g) Grandhi is actually a moon in orbit around a
Atmospheric Standard: 2 desert planet called Sahara, which is four times
Climate: Cold the size of Earth. Its colonists live in a domed
Primary Terrain: Desert community dedicated to supporting the local
Natural Resources: Mineral Ore, Lead service station.
Indigenous Life Forms: Minor (lice)
Population: Tens (25)
Starports and Bases: Frontier Kuliki
Government: Captive Government Size: 12,800 km, average gravity (1g)
Campaign: CMCC Atmospheric Standard: 1
Trade: Industrial Climate: Temperate
Closest Jumps: Chitin 8, Thedus 8 Primary Terrain: Mountain
Natural Resources: Mineral Ore
Fiorina 161 is a planet on the Outer Veil. Indigenous Life Forms: None
There is also a problem with lice, for which there Population: Thousands
was no treatment. For prolonged visits to Starports and Bases: Frontier
Fiorina, the shaving off of all hair is Government: Company Corporation (Farside
recommended. For this reason, a maximum- Lunar Mining/Lifting)
security work correctional facility for male Campaign: USMC
convicts was set up. The Class C prison unit, Trade: Industrial
number 12037154 used to house thousands of Closest Jumps: Grandhi 6, Thedus 6
prisoners working in the mineral ore refinery and
lead works, but this was reduced to 22 prisoners
(Arthur, Boggs, Christopher, David, Dillon, Ed, One of the planets serviced by Farside Lunar
Eric, Frank, Gillas, Golic, Gregor, Janni, Jude, Mining/Lifting.
Kevin, Lawrence, Martin, Morse, Murphy, Rains,
Troy, Vincent and William) and 3 custodians
(Aaron, Andrews and Clemens) in the late 22nd Nimbus
century to continue the refining of the natural Size: 16,000 km, heavy gravity (1.25g)
methane occurring there. The prisoners, led by Atmospheric Standard: 5 (caustic)
Dillon, started their own apocalyptic millenarian Climate: Torrid
fundamentalist Christian movement there. Primary Terrain: Desert
Everything was running smoothly until Ripley Natural Resources: None
crashed there in an EEV and an Alien began Indigenous Life Forms: None
running amok. In a complex 10 square miles in Population: Thousands
area, and with 600 air ducts, the Alien quickly Starports and Bases: Frontier
gained the advantage. The prison didn’t have Government: Company Corporation
any modern amenities, and no weapons; they (Hyperdyne)
were on the honor system. After the Alien killed Campaign: CMCC
all the prisoners but Morse, the facility was Trade: Research
closed down and the remaining refinery Closest Jumps: Eridani 2, Aerodyne 8
equipment was sold as scrap. Some people also
called it Fiori 16. Nimbus is a gas giant, which makes it
uninhabitable. Instead, Hyperdyne scientists
use the planet as a sort of testing lab,
Grandhi experimenting with high pressure and energy
Size: 12,800 km, average gravity (1g) conditions.
Atmospheric Standard: 5

Aliens: Game Over - 75


Pandora Primary Terrain: Mountain
Natural Resources: Nickel
Size: 12,800 km, average gravity (1g)
Indigenous Life Forms: None
Atmospheric Standard: 1
Population: Thousands
Climate: Temperate
Starports and Bases: Routine
Primary Terrain: Forest
Government: Company Corporation (Xarem)
Natural Resources: Various
Campaign: USMC
Indigenous Life Forms: Diverse
Trade: Industrial
Population: Thousands
Closest Jumps: Grandhi 8, Pandora 8
Starports and Bases: Excellent Quality
Government: Company Corporation
Xarem has an abundance of nickel, and thus
Campaign: USMC
a thriving refinery owned by the Xarem
Trade: Drugs
Corporation. Purvis was on his way there when
Closest Jumps: Xarem 8
the crew of the Betty hijacked his ship and his
cryotube was sold to the United Systems
Pandora is aptly named; it disguises a
Military.
multitude of sins that should never be released
to the other systems. The earth-like conditions
make research prolific; the lack of any real law Zeta 2 Reticuli
attracts an unpleasant element dedicated to
breaking every law known to man. Drugs are Zeta 2 Reticuli is a star system on the outer
manufactured for, experimented with, and boundary of the Outer Veil. Acheron is the
second moon of the fourth planet in the system.
released upon the native population, which
Zeta 2 Reticuli is in the constellation.
becomes increasingly unstable with every
passing year. It is a useful planet, a dark
underbelly of experimentation that would never CSC Sector
be allowed on more civilized planets. Although A perpetual thorn in the CMC's side, the
most other planets consider Pandora to be a Central Space Consortium (CSC) proved just
shameful example of humanity, many of them how much influence Corporations would have
have benefited from drugs that were first over space exploration. Its most Earth-like world
synthesized here. is Alexandria, one of several that seceded from
the ICC. Thanks to trade embargoes, the CSC's
grip on this sector is slipping. Still, it is not a
Thedus friendly place for Marines.
Size: 12,800, average gravity (1g)
Atmospheric Standard: 1
Climate: Temperate Alexandria
Primary Terrain: Forest Size: 12,756 km, average gravity (1g)
Natural Resources: Helium, Argon, Silicon Atmospheric Standard: 1
Indigenous Life Forms: None Climate: Hot
Population: None Primary Terrain: Forest
Starports and Bases: None Natural Resources: Various
Government: Company Corporation Indigenous Life Forms: Diverse
Campaign: CMCC Population: Millions (30 million)
Trade: Industrial Starports and Bases: Excellent Quality
Closest Jumps: Fiorina 161 8, Kuliki 6, A6 454 Government: Company Corporation
12 Campaign: CMCC
Trade: Smuggling
Thedus is a planet on the Nostromo's route, Closest Jumps: Ventix 6
way beyond the Outer Rim. The final crew
rotation occurred here, where the science officer
Alexandria continues to be a disturbingly
was replaced by Ash two days before departure,
successful display of organized resistance
and Special Order 937 was initiated.
against the ICC. Although quarantined by
military forces, Alexandria benefits from a highly
Xarem profitable smuggling industry. Alexandria's
success is largely due to its Earth-like
Size: 12,800, average gravity (1g) atmosphere, which has helped propagate an
Atmospheric Standard: 1 advanced level of technology and defense.
Climate: Temperate

76 – Aliens: Game Over


Alexandria may be isolated and its colonists Miners founded dust Ball, which explains its
idealistic, but it is not to be trifled with. moniker. Most of the mining operations centers
on Dust Ball's crater, the site of an ancient
asteroid impact. The impact of the asteroid
Crestus Prime fused the surface into valuable minerals that are
Size: 12,756 km, average gravity (1g) now Dust Ball's primary export.
Atmospheric Standard: 1
Climate: Temperate
Primary Terrain: Hills Goliath
Natural Resources: None Size: 12,756 km, average gravity (1g)
Indigenous Life Forms: None Atmospheric Standard: 2
Population: Thousands (30,000) Climate: Temperate
Starports and Bases: Excellent Quality Primary Terrain: Hills
Government: Military Natural Resources: Iridium, Helium 3
Campaign: CMCC Indigenous Life Forms: Diverse
Trade: Military Population: Millions (1 million)
Closest Jumps: Ventix 2, Torin Prime 2 Starports and Bases: Excellent Quality
Government: Company Corporation
Campaign: CMCC
Crestus Prime is a garrison world, created to
Trade: Various Manufacturing
contain Alexandria. Travel to this world is tightly
Closest Jumps: Crystalis 6, Torin Prime 6
restricted and requires military authorization.

Goliath is the primary staging point for all


Crysalis attacks against Alexandria and a major base for
Size: 3,200 km, very low gravity (0.25g) Colonial Marine forces. The atmosphere on
Atmospheric Standard: 2 Goliath is too thin to breathe without assistance.
Climate: Cold
Primary Terrain: Desert
Natural Resources: Heavy Metals and Minerals Keystone
Indigenous Life Forms: None Size: 12,756 km, average gravity (1g)
Population: Thousands Atmospheric Standard: 3
Starports and Bases: Frontier Climate: Cold
Government: Company Corporation Primary Terrain: Mountain
Campaign: CMCC Natural Resources: Minerals
Trade: Heavy Metals and Minerals Indigenous Life Forms: None
Closest Jumps: Goliath 6, Paragon 8 Population: Thousands (20,000)
Starports and Bases: Frontier
Government: Company Corporation
Crysalis is best known for its mining of heavy
Campaign: CMCC
metals and a rare mineral used in power
Trade: Mining
conversion units.
Closest Jumps: Stoner 4, Dust Ball 4, Crystalis
8
Dust Ball
Size: 1,600 km, very low gravity (0.125 g) Keystone has had better days. Thanks to
Atmospheric Standard: 3 periodic asteroid impacts on its surface, it was
Climate: Cold the site of a wide variety of mining colonies. But
Primary Terrain: Desert those same asteroids provide the greatest threat
Natural Resources: Minerals to established colonies, the majority of which
Indigenous Life Forms: Few have since moved on to safer enterprises.
Population: Hundreds Antioch, a mid-sized Corporation, is considering
Starports and Bases: Frontier purchasing the rights to the planet and clearing
Government: Company Corporation all threatening asteroids from the area.
Campaign: CMCC
Trade: Minerals
Closest Jumps: Keystone 4, Saint John 6 Paragon
Size: 12,756 km, average gravity (1g)
Atmospheric Standard: 2
Climate: Cold
Aliens: Game Over - 77
Primary Terrain: Desert CSC's first terraforming project was
Natural Resources: Various ultimately a failure. Saint John possesses a
Indigenous Life Forms: None caustic atmosphere and multiple sulphur bogs,
Population: Thousands which have defied all efforts at terraforming.
Starports and Bases: Excellent Quality There is still one Atmospheric Processor at
Government: Company Corporation work, supporting numerous bioengeering
Campaign: CMCC research stations. The stations themselves and
Trade: Various Manufacturing the expertise they provide are a sort of export.
Closest Jumps: Crystalis 8 Much of CSC's funding comes from leasing its
cutting-edge research stations. Further
development of the planet has been abandoned
Paragon is another attempt to terraform a
in favor of Starview.
planet after Alexandria's failed rebellion.
Although the terraforming is largely successful, it
is still a cold, windy planet that requires colonists Starview
to live underground. Paragon is slated to be the
next Corporate Headquarters for CSC in the Size: 12,756 km, average gravity (1g)
coming years. Atmospheric Standard: 3
Climate: Cold
Primary Terrain: Desert
Riesling Natural Resources: Various
Indigenous Life Forms: Few
Size: 12,756 km, average gravity (1g)
Population: Thousands (30,000)
Atmospheric Standard: 1
Starports and Bases: Excellent Quality
Climate: Temperate
Government: Company Corporation
Primary Terrain: Mountain
Campaign: CMCC
Natural Resources: Minerals
Trade: Various
Indigenous Life Forms: None
Closest Jumps: Riesling 4
Population: Hundreds
Starports and Bases: Frontier
Government: Company Corporation Starview is well on its way to becoming a
Campaign: CMCC primary world. Until then, terraformers are still
Trade: Mining working out the kinks: the atmosphere is nearly
Closest Jumps: Starview 4, Saint John 6 opaque, ensuring that the climate is always cold
and in eternal twilight.
Riesling is being stripped clean of its
valuable minerals, thanks to several drilling Stoner 1
companies' efforts. It has something of a gold
rush atmosphere, with representatives from a Size: 12,756 km, average gravity (1g)
wide variety of Corporations hoping they will Atmospheric Standard: 4 (caustic)
discover the next rare mineral. Climate: Cold
Primary Terrain: Mountain
Natural Resources: Various
Saint John Indigenous Life Forms: None
Population: Thousands
Size: 12,756 km, average gravity (1g)
Starports and Bases: Excellent Quality
Atmospheric Standard: 5 (caustic)
Government: Company Corporation
Climate: Temperate
Campaign: CMCC
Primary Terrain: Swamp
Trade: Manufacturing and Engineering
Natural Resources: None
Closest Jumps: Keystone 4
Indigenous Life Forms: None
Population: Hundreds
Starports and Bases: Frontier Stoner 1 has been recently terraformed, an
Government: Company Corporation effort at least partially the result of the secession
Campaign: CMCC of Alexandria's failed rebellion. While the
Trade: Bioengineering surface is still undergoing its transformation, but
Closest Jumps: Volcus 4, Dust Ball 6, Riesling the majority of its population lives in Stoner
6, Earth 8 Mountain, a 10,000 square mile rock dome.

78 – Aliens: Game Over


Torin Prime If Saint John is a failure to overcome the
difficulties inherent in terraforming, Volcus is a
Size: 12,800, average gravity (1g)
resounding success. The planet itself consists
Atmospheric Standard: 1
of highly volatile magma. A colony was instead
Climate: Temperate
located on the moon. It receives a massive
Primary Terrain: Forest
amount of energy from the planet's thermals,
Natural Resources: Various
which are in turn harnessed and broadcast by
Indigenous Life Forms: None
floating power stations on Volcus. Not even the
Population: Thousands
moon is terraformed; the colonists live in a self-
Starports and Bases: Routine
contained ecosystem.
Government: Military
Campaign: CMCC
Trade: Industrial
Earth Sector
Closest Jumps: Goliath 6, Crestus Prime 2, Earth and its garrisons are provisionally the
Ventrix 4 territory of the military. This dominance has
caused many of the Corporations to range
Torin Prime is in the Outer Rim Territories further and further away from Earth in an
where a Civil War occurred between the attempt to extend beyond the reach of the
UAORD and J'Har Rebels between 2106 and military. In many cases, this ploy worked. Still,
2108. It is currently occupied by the military to Gateway Station makes for a powerful
ensure Alexandria's rebellion does not spread. headquarters.

Ventrix Earth
Size: 12,756 km, average gravity (1g) Size: 12,756 km, average gravity (1g)
Atmospheric Standard: 3 Atmospheric Standard: 1
Climate: Cold Climate: Temperate
Primary Terrain: Desert Primary Terrain: Various
Natural Resources: None Natural Resources: Various
Indigenous Life Forms: None Indigenous Life Forms: Diverse
Population: Thousands (250,000) Population: Tens of Billions
Starports and Bases: Excellent Quality Starports and Bases: Excellent Quality
Government: Military Government: Company Corporation
Campaign: CMCC Campaign: CMCC, USMC
Trade: Military Trade: Industrial
Closest Jumps: Vrestus Prime 2, Torin Prime
4, Alexandria 6 Earth is the home planet of the human race
and the third planet in the Sol system. It rotates
on its axis in 23.93 hours and takes 365.25 days
Ventrix's population lives in vast underground to travel once around the sun, which it is
networks. Although it was originally slated to be 149,600,000 km or 92,960,000 miles away from.
terraformed, the war with Alexandria halted all It has one moon designated Luna.
operations and it is now used exclusively as the
home planet for five military bases. Earth is crammed to the rim with a population
of nearly 10 billion people. Between the waning
power of the USM and the rising indifference of
Volcus the Corporations, civil society is on the verge of
Size: 12,756 km, average gravity (1g) collapse. The rich have gotten richer, the poor
Atmospheric Standard: 5 (caustic) are nearly destitute.
Climate: Torrid Orbiting Earth in the 22nd century is
Primary Terrain: Mountain Gateway Station. Colonial Administration, the
Natural Resources: Heat Extrasolar Colonization Administration, the
Indigenous Life Forms: None Interstellar Commerce Commission, the United
Population: Thousands (200,000) States Colonial Marine Corp, the Weyland
Starports and Bases: Excellent Quality Yutani Corporation, and later Walmart and the
Government: Company Corporation United Systems Military were all based here.
Campaign: CMCC th
Trade: Geo-Thermal Technology The Marine reserves, comprising the 5
Closest Jumps: Saint John 4 (provisional) Division and the attached Reserve
Aerospace Wing, are based mainly in

Aliens: Game Over - 79


continental North America and Panama, though One of the asteroids serviced by Farside
two reserve regiments can be raised on Aurore Lunar Mining/Lifting.
510.

Jupiter
Gateway Station Size: 142,700 km
Gateway Station is a vast space station Atmospheric Standard: 10 (caustic)
orbiting Earth in the late 22nd century. Climate: Frozen
Constructed after 2122 but before 2179, the Primary Terrain: Desert
station was a series of large habitable blocks Natural Resources: None
connected by long struts. It also had a vast Indigenous Life Forms: None
communications array. Gateway station was like Population: None
a city in space, with artificial gravity generators, Starports and Bases: None
and all the commodities and amenities to be Government: None
found in a surface-based settlement. Primarily, Campaign: CMCC
Gateway Station dealt with space travel, so all Trade: None
starships traveling to and from earth passed by Closest Jumps: Earth 0
here. For this reason, such organizations as the
interstellar commerce commission and the Jupiter is the fifth planet in the Sol system. It
extrasolar colonization administration all had rotates on its axis in 9.92 hours but takes 11.86
representatives on the station. Gateway Station Earth years to travel once around the sun, which
also provided well for the people who lived it is 778,400,000 km or 483,700,000 miles away
th
there. Apartments were basic but stylish, which from. It has 16 moons and one ring. In the 24
couldn’t be said for the rest of the station: century, it aligned with Earth and Pluto.
Gateway Station had a growing problem with
waste disposal and with litter building up. Ripley
stayed on Gateway Station after she returned on Luna
board the narcissus. Following the hearing Size: 1,737 km, very low gravity (0.167g)
before the company review board, she got work Atmospheric Standard: 5 (extremely low
driving power loaders and forklifts in the cargo pressure)
bays, and lived in a small apartment in one of Climate: Temperate
the less tidy blocks. Jones was allowed to stay Primary Terrain: Desert
with her, even though pets weren’t usually Natural Resources: Helium, Argon, Silicon
permitted on the station. The Colonial Marines Indigenous Life Forms: None
were stationed at Gateway Station prior to their Population: Thousands
departure on the Acheron mission. Ships like the Starports and Bases: Excellent
Sulaco could dock with the station, though it was Government: Company Corporation
preferable to leave the ships in orbit and to Campaign: CMCC, USMC
board using dropships and other such Trade: Industrial
shuttlecraft. Closest Jumps: Earth 0

Luna is Earth's moon. It has colonies such as


Icarus Olympia and Plymouth. Ellen Ripley was born in
Size: Ring (2 km) Olympia.
Atmospheric Standard: 5 (extremely low
pressure)
Climate: Frozen Pluto
Primary Terrain: Desert Size: 1,137 km, No Gravity (0.03g)
Natural Resources: Mineral Ore Atmospheric Standard: 5 (extremely low
Indigenous Life Forms: None pressure)
Population: Hundreds Climate: Temperate
Starports and Bases: Frontier Primary Terrain: Desert
Government: Company Corporation (Farside Natural Resources: Helium, Argon, Silicon
Lunar Mining/Lifting) Indigenous Life Forms: None
Campaign: CMCC Population: Thousands
Trade: Industrial Starports and Bases: Routine
Closest Jumps: Earth 0 Government: Company Corporation
Campaign: CMCC, USMC
Trade: Industrial
80 – Aliens: Game Over
Closest Jumps: Earth 0 Primary Terrain: Mountains
Natural Resources: Radiation-stable
Pluto is the ninth planet in the Sol system, hydrocarbons
just outside regulated space. It has a diameter of Indigenous Life Forms: None
3000 km or 1860 miles. It rotates on its axis in Population: Thousands (12,000)
6.39 days but takes 247 Earth years to travel Starports and Bases: Excellent Quality
once around the sun, which it is 5,965,200,000 Government: Company Corporation
km or 3,706,780,000 miles away from. It has Campaign: CMCC
one moon. The Auriga was in orbit of Pluto when Trade: Mining
it met with the Betty for the transaction of human Closest Jumps: Cryosphere 5, New Chicago 5
hosts for impregnation with Alien embryos.
Atlas is actually a large asteroid. Three
domed, shielded communities brave the
Sol constant radiation. The radiation-stable
Sol is the sun of the human solar system. hydrocarbons are used for medical research and
Planets in the Sol system include Mercury, genetic engineering.
Venus, Earth, Mars, Jupiter, Saturn, Uranus,
Neptune and Pluto. All the planets in the Sol
system are within regulated space except for Byal
Pluto. The Sol system is frequent space travel in Size: 12,800 km, average gravity (1g)
regulated space, and various organizations on Atmospheric Standard: 1
Earth manage to keep control of everything that Climate: Temperate
goes on with it. Primary Terrain: Various
Natural Resources: Various
The Marine Space Force, Sol is
Indigenous Life Forms: Diverse
headquartered at O'Neill station, L-4 Earth-Lunar
st Population: Thousands
system. Its major units consist of the 1 Marine
st st Starports and Bases: Excellent Quality
Division, 1 Marine Aerospace Wing and the 1
Government: Company Corporation
Marine Brigade, stationed in Camp Lejeune, NC;
(Hyperdyne)
Camp Pendelton, Ca; Kennedy ASFB, FL;
Campaign: CMCC
O'Neill Station; and Gateway station, Earth
nd rd Trade: Biotechnology
GSO. The 2 and 3 Marine Brigades and
nd Closest Jumps: Hilo 4, Transept 8
portions of the 2 Marine Aerospace Wing are
based at Redlake Field ASFB and Glenn GSO
Like Marduk, Byal is highly specialized.
station, Aurore 510 (Alpha Centauri A V); Ezell
Instead of synthetic research, Byal specializes in
ASFB, Nene 246 (52 Tau Ceti II); and Titleman
biotechnology development. Research includes
station, L-1 Lucien-Avril system (Lacaille 8760
cloning and genetic splicing.
IV). Support elements consisting of Force
nd
Troops, Sol, and the 2 Support Group are
located in North Carolina, Florida and the
Trobriands, Nene 246. Cryosphere
Size: 12,800 km, average gravity (1g)
Atmospheric Standard: 3
Hyperdyne Sector Climate: Temperate
Despite its name, the Hyperdyne Sector was Primary Terrain: Mountains
actually developed by two Corporations: Natural Resources: None
Hyperdyne and Weyland-Yutani. Upon the Indigenous Life Forms: None
formation of the ICC, the two Corporations fell to Population: None (8)
infighting. Hyperdyne sabotaged Weyland- Starports and Bases: Frontier
Yutani's involvement in the Sector and ultimately Government: Company Corporation
controls (secretly if not overtly) much of the Campaign: CMCC
planets' trade. Trade: Research
Closest Jumps: Atla 5, Stratus 5

Atlas Crysophere has but one research station


and, at last report, eight people. Its distance
Size: 11,200 km, average gravity (1g)
from the sun makes it a dark planet.
Atmospheric Standard: 5 (radiation)
Climate: None

Aliens: Game Over - 81


Cyclone Trade: Synthetics
Closest Jumps: Hilo 5
Size: 12,800 km, average gravity (1g)
Atmospheric Standard: 1
Marduk is something of Hyperdyne's dark
Climate: Temperate
secret. It is believed illegal synthetic research is
Primary Terrain: Hills
conducted here. There are no ground stations,
Natural Resources: None
just a large space station in orbit.
Indigenous Life Forms: None
Population: Hundreds (200)
Starports and Bases: Frontier New Chicago
Government: Company Corporation
Size: 12,800 km, average gravity (1g)
(Hyperdyne)
Atmospheric Standard: 1
Campaign: CMCC
Climate: Temperate
Trade: Weapons Technology
Closest Jumps: Hilo 4, Shinon 6 Primary Terrain: Mountains
Natural Resources: Minerals
Indigenous Life Forms: None
Even more secretive than the other planets,
Population: Thousands (30,000)
Hyperdyne's installations are all underground.
Starports and Bases: Frontier
There, they develop some of the best military
Government: Company Corporation
weapons and armor supplied to the Marine
Corps. (Hyperdyne)
Campaign: CMCC
Trade: Mining
Hilo Closest Jumps: Noble Ore 5, Atlas 5,
Honeycomb 12
Size: 12,800 km, average gravity (1g)
Atmospheric Standard: 1
New Chicago is now an old planet. It started
Climate: Temperate
out as a mining and survey planet, but further
Primary Terrain: Various
analysis indicated that it was ultimately a short-
Natural Resources: Various
term resource that would be stripped of
Indigenous Life Forms: Diverse
valuables in the span of a few decades. It has a
Population: Millions (6 million)
frontier atmosphere where laws are regularly
Starports and Bases: Excellent Quality
ignored.
Government: Company Corporation
(Hyperdyne)
Campaign: CMCC Noble Ore
Trade: Synthetics
Size: 12,800 km, average gravity (1g)
Closest Jumps: Byal 4, Cyclone 4, Stratus 4,
Atmospheric Standard: 1
Marduk 5
Climate: None
Primary Terrain: Mountains
Hilo is sometimes called the "Synthetic
Natural Resources: Titanium
Homeworld." This is because it is a mild,
Indigenous Life Forms: None
temperate planet that is ideal for research.
Population: Thousands
Hyperdyne's strong presence eventually
Starports and Bases: Frontier
developed synthetics, which has accelerated the
Government: Company Corporation
company's growth into a major Corporation.
Campaign: CMCC
Trade: Mining
Marduk Closest Jumps: Weyland-Yutani 5, New
Chicago 5
Size: 12,800 km, average gravity (1g)
Atmospheric Standard: 1
Noble Ore is a rather boring mining planet
Climate: Temperate
that possesses five domed colonies.
Primary Terrain: Various
Natural Resources: Various
Indigenous Life Forms: Diverse Shinon
Population: Thousands
Size: 12,800 km, average gravity (1g)
Starports and Bases: Frontier
Government: Company Corporation Atmospheric Standard: 1
Climate: Temperate
(Hyperdyne)
Primary Terrain: Hills
Campaign: CMCC
Natural Resources: None
82 – Aliens: Game Over
Indigenous Life Forms: None Atmospheric Standard: 1
Population: Thousands (480,000) Climate: Temperate
Starports and Bases: Excellent Quality Primary Terrain: Various
Government: Company Corporation Natural Resources: Various
(Hyperdyne) Indigenous Life Forms: Diverse
Campaign: CMCC Population: Millions
Trade: Prisoners Starports and Bases: Excellent Quality
Closest Jumps: Cyclone 6, Medusa 6 Government: Company Corporation (Weyland-
Yutani)
Shinon is a dumping ground for all the Campaign: CMCC
human refuse of Hilo. The majority of the Trade: Industrial and Space Manufacturing
population pursues the prisoner occupation – Closest Jumps: Noble Ore 5, Eyesore 6,
that is, they have no occupation. Life on Shinon Grendel 8
is actually better than on many other planets.
The prisoners are not allowed to leave, but they This planet was previously named Relitor
are otherwise left to their own devices. but, as is usually the case with business egos,
was renamed as the capital residence of its
possessing Corporation. It was seriously
Stratus disrupted by Hyperdyne's treachery but has
Size: 12,800 km, average gravity (1g) since recovered and is a significant player in
Atmospheric Standard: 1 space lane traffic. It is the primary producer of
Climate: Temperate Marine Corps ships.
Primary Terrain: Mountains
Natural Resources: None Micor Sector
Indigenous Life Forms: None Of all the Sectors, Micor is the most
Population: Hundreds moderate. It didn't have enough colonists to
Starports and Bases: Frontier participate in any uprisings. Micor has faced
Government: Company Corporation little competition by colonizing an area no one
(Hyperdyne) else was interested in. Over time, that's likely to
Campaign: CMCC change as greedy Corporations gobble all the
Trade: None "good" planets up.
Closest Jumps: Hilo 4, Cryosphere 5

There's not much left on Stratus. It was Alamar


originally a garrison for Hyperdyne forces, which
Size: 12,800 km, average gravity (1g)
have since moved on. Atmospheric Standard: 5 (caustic)
Climate: None
Transept Primary Terrain: Desert
Natural Resources: Research
Size: 12,800 km, average gravity (1g) Indigenous Life Forms: None
Atmospheric Standard: 1 Population: Hundreds
Climate: Hot Starports and Bases: Frontier
Primary Terrain: Desert Government: Company Corporation
Natural Resources: None Campaign: CMCC
Indigenous Life Forms: None Trade: Research
Population: Thousands Closest Jumps: Feldspar 4, Summit 6
Starports and Bases: Frontier
Government: Company Corporation
(Hyperdyne) Alamar's most valuable attribute is its
Campaign: CMCC proximity to a red giant. Scientists use the local
Trade: Biotechnology station for research and exploration.
Closest Jumps: Byal 4

Transept acts as a base camp for Argos


Hyperdyne's space force. Size: 12,800 km, average gravity (1g)
Atmospheric Standard: 1
Climate: Hot
Weyland-Yutani Primary Terrain: Desert
Size: 12,800 km, average gravity (1g) Natural Resources: None

Aliens: Game Over - 83


Indigenous Life Forms: None Like Ajax, Byron's Hope was a terraforming
Population: Thousands (100,000) disaster. It is not considered to be on the same
Starports and Bases: Frontier scale as the Incident at Ajax because the top
Government: Company Corporation heads of Micor were inspecting Byron's Hope
Campaign: CMCC with the intent to shut it down. Although Byron's
Trade: Cargo Facilities, Smuggling Hope is not the most habitable, terraforming has
Closest Jumps: Scorcher 3, Astyanax 5, been performed on far worse and many
Grendel 8, West Star 8 colonists feel the planet has not been given a
fair chance.
Even desert worlds can benefit from being in
the right place along a popular world's Jump Feldspar
coordinates. Argo is that world, benefiting from
Tartarus' traffic. It also benefits from Tartarus' Size: 12,800 km, average gravity (1g)
illegal trade. Atmospheric Standard: 1
Climate: Temperate
Primary Terrain: Mountains
Astyanax Natural Resources: Minerals
Indigenous Life Forms: None
Size: 12,800 km, average gravity (1g)
Population: Thousands
Atmospheric Standard: 1
Starports and Bases: Frontier
Climate: Temperate
Government: Company Corporation
Primary Terrain: Mountains
(Hyperdyne)
Natural Resources: Brachous Slug
Campaign: CMCC
Indigenous Life Forms: Brachous Slug
Trade: Cargo Storage
Population: None
Closest Jumps: Lobo 3, Alamar 4, West Star 4
Starports and Bases: Frontier
Government: Company Corporation (Falcon
Industries) Feldspar is an old mining world that has
Campaign: CMCC reached the end of its life. It has since been
Trade: Bioengineering turned over to cargo storage. Micor also uses
Closest Jumps: Argos 5, Herculis 7 Feldspar as a buffer against illegal activities,
setting up inspection stations all throughout
Feldspar.
Astyanax is not a particularly notable world.
It is located on a moon with three domed
communities. The stock of Falcon Industries Herculis
soared when it was discovered the crew had
discovered a special kind of slug known as the Closest Jumps: Earth 6, Astyanax 7
Brachous Slug. What this slug does or how it Marine Space Force, Herculis is
can be used is unknown, but Falcon Industries headquartered at Chinook 91 GSO station,
immediately beefed up security in the area. Georgia 525 (70 Ophiuchi A V). This front-line
th th
force, comprising the 4 Marine Division, the 4
th
Marine Brigade, and the 4 Aerospace Wing is
Byron's Hope deployed at a number of the UA recognized
colonies from the Outer Veil up to the fringes of
Size: 12,800 km, average gravity (1g)
the ISC Network, which extends approximately
Atmospheric Standard: 3
35 parsecs along this arm. The largest support
Climate: Temperate st
contingent includes the 1 Support Group at
Primary Terrain: Desert
Tithonis Mountain, Bernice 378 (Mu Herculis A
Natural Resources: None
III).
Indigenous Life Forms: None
Population: Thousands
Starports and Bases: Frontier Lobo
Government: Company Corporation (Micor)
Campaign: CMCC Size: 12,800 km, average gravity (1g)
Trade: None Atmospheric Standard: 1
Closest Jumps: Micor 4, Summit 4, Morning Climate: Temperate
Star 6 Primary Terrain: Mountains
Natural Resources: Minerals
Indigenous Life Forms: None
Population: Thousands (70,000)

84 – Aliens: Game Over


Starports and Bases: Frontier exploration. In theory, it will eventually be a
Government: Military Dictatorship direct route to New Eden, but developed has
Campaign: CMCC lagged in recent years for reasons known only to
Trade: Crime, Smuggling the Corporations.
Closest Jumps: Feldspar 3, Konor Minor 10

Pestron
Lobo's terraforming was only recently
completed. It is supposedly governed by a Size: 12,800 km, average gravity (1g)
loose alliance of Corporations like New Eden/JV, Atmospheric Standard: 2
but in reality Colonel Castel, a colonial military Climate: Hot
commander, is the true power. Castle's control Primary Terrain: Swamp
is absolute, his influence felt everywhere, his Natural Resources: None
minions around every corner. Indigenous Life Forms: None
Population: Thousands (800,000)
Starports and Bases: Frontier
Micor Government: Company Corporation
Campaign: CMCC
Size: 12,800 km, average gravity (1g)
Trade: None
Atmospheric Standard: 1
Closest Jumps: Micor 5
Climate: Temperate
Primary Terrain: Forest
Natural Resources: Diverse Pestron is in the early stages of colonization.
Indigenous Life Forms: Diverse The air is moist and there are many stagnant
Population: Thousands (800,000) pools of liquid, leading to a maddening level of
Starports and Bases: Frontier biting, stinging insects. It is hoped that the
Government: Company Corporation Atmosphere Processors will eventually wipe out
Campaign: CMCC the insects. Until then, Pestron will always be
Trade: Various known best for its pests.
Closest Jumps: Byron's Hope 4, Pestron 5

Summit
Micor is the richest planet in all of the ICC,
richer than even New Eden/JV. It has become a Size: 12,800 km, average gravity (1g)
home for the wealthy. As a result, it can afford Atmospheric Standard: 1
the best schools and training programs. Micor Climate: Temperate
graduates are always offered jobs, ensuring a Primary Terrain: Forest
fierce loyalty to the planet's Corporations. Natural Resources: Various
Indeed, the elite training is so highly valued that Indigenous Life Forms: Diverse
other Corporations seek to undermine Micor's Population: Thousands
success to further their own training and Starports and Bases: Excellent Quality
recruitment programs. Government: Company Corporation
Campaign: CMCC
Trade: Various
Morningstar Closest Jumps: Byron's Hope 4, Alamar 6
Size: 12,800 km, average gravity (1g)
Atmospheric Standard: 1 Corporations develop most planets, but
Climate: Temperate Summit is the exception. Created by a
Primary Terrain: Mountains consortium of the original colonists, the group
Natural Resources: None pooled their fortunes to develop Summit when it
Indigenous Life Forms: None was considered a useless world. Summit has
Population: Hundreds recently come into its own, drawing the
Starports and Bases: Excellent Quality unwelcome attention of many Corporations who
Government: Company Corporation are quite willing to bed, borrow, and kill to get a
Campaign: CMCC foothold on the planet.
Trade: Exploration
Closest Jumps: Byron's Hope 6
West Star
Morningstar is a planet whose primary Size: 12,800 km, average gravity (1g)
usefulness is as a jumping off point for further Atmospheric Standard: 1
Climate: Temperate
Aliens: Game Over - 85
Primary Terrain: Mountains thousands in the process. Large parts of the
Natural Resources: Minerals planet still suffer from radiation poisoning. Ever
Indigenous Life Forms: None the entrepreneurs, the remaining colonists have
Population: None turned the planet into a place of study and
Starports and Bases: Frontier memory for the many who died there. Rumor
Government: Company Corporation (Falcon has it that Ajax makes more money in its current
Industries) state than when it did when the Atmosphere
Campaign: CMCC Processor is running.
Trade: Helium 3
Closest Jumps: Feldspar 4, Argos 8
Atol
West Star is a mining operation on a moon of Size: 12,800 km, average gravity (1g)
a much larger gas giant. Mining robots are used Atmospheric Standard: 5 (caustic)
for the work, so the population of West Star Climate: Hot
numbers below 100. Primary Terrain: Aquatic
Natural Resources: None
Indigenous Life Forms: None
Outer Rim Population: None
The Outer Rim is a shifting boundary in Starports and Bases: Frontier
space that defined the region populated by Earth Government: Company Corporation
colonies and unpopulated areas. Acheron was Campaign: CMCC
beyond the Outer Rim when the Nostromo Trade: None
visited in 2122. The constructions of Hadley's Closest Jumps: Exeter 3, New Eden 3
Hope some 30 years later pushed the boundary
beyond Acheron all the way to Pandora. Atol's a world completely cover by liquid.
The acidic water contains no life and no land to
Outer Veil build a colony on. The moon looms quite close
The Outer Veil is a region of space between to the planet, causing huge tidal waves. A small
the Outer Rim and the Core Systems. Fiorina space station orbits Atol in the hopes that it can
was in the Outer Veil. Few vessels traveled here yet yield some value to the Corporations.
as of the late 22nd century.
Cyrus
New Eden Sector
Size: 12,800 km, average gravity (1g)
New Eden was the first true discovery of an Atmospheric Standard: 3 (caustic)
Earth-like world – the aptly named "New Eden." Climate: Temperate
The coalition of Corporations that discovered it Primary Terrain: Mountains
promptly rose to a competitive status that has Natural Resources: Various
helped maintain some level of stability in this Indigenous Life Forms: Rudimentary
sector. Population: None
Starports and Bases: Frontier
Ajax Government: Company Corporation
Campaign: CMCC
Size: 12,800 km, average gravity (1g) Trade: None
Atmospheric Standard: 3 (radiation) Closest Jumps: Atol 3, Cyrus 3, Morning Glory
Climate: Temperate 6, Panamar 6
Primary Terrain: Desert
Natural Resources: None New Eden is so successful, even its
Indigenous Life Forms: None neighbors benefit. Cyrus is just such a
Population: Hundreds neighbor. It is being rapidly terraformed for
Starports and Bases: None future development. At present, its atmosphere
Government: Company Corporation is toxic.
Campaign: CMCC
Trade: Historical Data
Closest Jumps: Polar Star 3, Grendel 6 Exeter
Size: 12,800 km, average gravity (1g)
If New Eden is the pinnacle of terraforming Atmospheric Standard: 5 (extremely low
achievement, Ajax is its most painful failure. An pressure)
Atmosphere Processor exploded, destroying Climate: None
86 – Aliens: Game Over
Primary Terrain: Mountains Helix isn't a planet, it's an asteroid belt. Still,
Natural Resources: Minerals you wouldn't know it by the amount of activity
Indigenous Life Forms: None that buzzes around the area. Corporations are
Population: Thousands (20,000) in endless competition to find new valuable
Starports and Bases: Frontier minerals in the asteroids, like kids rooting
Government: Company Corporation around in a Crackerjack Box. No one
Campaign: CMCC Corporation has successfully laid claim to the
Trade: Mining asteroids, but they all are certain the other guy
Closest Jumps: Helix 3, Atol 3 doesn't belong there.

There are but two colonies on Exeter, but


that's enough. The Corporations are pulling out Honeycomb
as the planet's riches are depleted from its Size: 12,800 km, average gravity (1g)
mines. Atmospheric Standard: 5 (caustic)
Climate: Frigid
Primary Terrain: Desert
Grendel Natural Resources: None
Size: 12,800 km, average gravity (1g) Indigenous Life Forms: None
Atmospheric Standard: 5 (extremely low Population: Thousands (250,000)
pressure) Starports and Bases: Excellent Quality
Climate: None Government: Company Corporation
Primary Terrain: Mountain Campaign: CMCC
Natural Resources: None Trade: Light Industry, Heavy Industry, Storage
Indigenous Life Forms: None Closest Jumps: Polar Star 4, Helix 4, Konor
Population: Thousands (200,000) Minor 7, New Chicago 12,
Starports and Bases: None
Government: Excellent Quality On the surface, Honeycomb is an unpleasant
Campaign: CMCC mixture of freezing cold winds and toxic
Trade: Drugs, Light Industry atmosphere. A massive network of colonies and
Closest Jumps: Ajax 6, Earth 9, Argos 8, monorails thrives beneath the planet's crust.
Weyland-Yutani 8 Although Honeycomb is a success in its own
right, it is most known for using the seemingly
This colony consists of a multitude of domed endless caverns as storage. Considering that
cities. It is most notable as a stopping point to much of Honeycomb is not fully explored or
other worlds than for the planet itself. Marine settled, this is a risky proposition that some
influence is significantly reduced on Grendel, but dealer (legal and illegal) are willing to take for
the crime rate has increased proportionately. All extremely large shipments.
manner of illegal trade goes on here, much to
the consternation of planets that are a few jumps
away. No one wants Grendel to be the greeting Konor Minor
visitors get to the New Eden Sector. Size: 12,800 km, average gravity (1g)
Atmospheric Standard: 1
Climate: Temperate
Helix Primary Terrain: Mountain
Size: Asteroid belt, no gravity (0g) Natural Resources: Archeological Artifacts
Atmospheric Standard: 5 (extremely low Indigenous Life Forms: None
pressure) Population: None
Climate: None Starports and Bases: None
Primary Terrain: Mountains Government: None
Natural Resources: Minerals Campaign: CMCC
Indigenous Life Forms: None Trade: None
Population: Thousands (250,000) Closest Jumps: Honeycomb 7, Lobo 10
Starports and Bases: Excellent Quality
Government: Company Corporation Konor Minor is the planet where Dr. Elisabeth
Campaign: CMCC Monygham and G.W. Kane performed an
Trade: Mining archeological dig in 2112-13.
Closest Jumps: Exeter 3, Honeycomb 4

Aliens: Game Over - 87


Medusa Corporations who renamed the planet New
Eden/JV. It's easy to find a job and some of the
Size: 12,800 km, average gravity (1g)
best talent can be found here. Although this is
Atmospheric Standard: 3 (caustic)
not the typical Corporate approach, they can
Climate: Cold
afford to allow some leeway. When planets are
Primary Terrain: Mountains
successful, everybody wins.
Natural Resources: Various
Indigenous Life Forms: Rudimentary
Population: None Panamar
Starports and Bases: Frontier
Government: Company Corporation Size: 12,800 km, average gravity (1g)
Atmospheric Standard: 1
Campaign: CMCC
Climate: Temperate
Trade: None
Primary Terrain: Aquatic
Closest Jumps: Cyrus 4, Shinon 6
Natural Resources: Thermogenic Plankton
Indigenous Life Forms: Thermogenic Plankton
Despite its unfortunate name, Medusa has
Population: None
the same potential as Cyrus to be a stopping
Starports and Bases: Frontier
point between worlds. The planet is currently
Government: Company Corporation
cold and caustic, but terraforming plans hope to
Campaign: CMCC
change that.
Trade: Bioengineering
Closest Jumps: New Eden 3
Morning Glory
Another water world, Panamar is
Size: 12,800 km, average gravity (1g)
considerably friendlier than Atol. It has
Atmospheric Standard: 1
permanent landmasses and its moon keeps a
Climate: Temperate
safe distance, ensuring mild tides. Most notable
Primary Terrain: Mountains
is Panamar's plankton, which give uses thermal
Natural Resources: None
energy instead of sunlight to create
Indigenous Life Forms: None
hydrocarbons. The potential implications of
Population: None
such ability, were it to be bioengineered, are
Starports and Bases: Frontier
enormous.
Government: Excellent Quality
Campaign: CMCC
Trade: None Polar Star
Closest Jumps: New Eden 6
Size: 12,800 km, average gravity (1g)
Atmospheric Standard: 3
Morning Glory is used as a waystation to get
Climate: Frigid
elsewhere. It acts as a service base for deep
Primary Terrain: Desert
space exploration.
Natural Resources: None
Indigenous Life Forms: None
New Eden/JV Population: None
Starports and Bases: Frontier
Size: 12,800 km, average gravity (1g)
Government: Company Corporation (Micor)
Atmospheric Standard: 1
Campaign: CMCC
Climate: Temperate
Trade: High-Pressure Molecular Synthesis
Primary Terrain: Forest
Closest Jumps: Ajax 3, Honeycomb 4
Natural Resources: Various
Indigenous Life Forms: Rudimentary
Polar Star is not a nice place. It is a frozen
Population: Millions (200 million)
moon that circles a gas giant. A service base
Starports and Bases: Frontier
also orbits the planet, but there isn't much
Government: Company Corporation
communication between the two locations. The
Campaign: CMCC
research project is generally considered a
Trade: Various
failure, but Micor doesn't feel it worth paying the
Closest Jumps: Atol 3, Cyrus 3, Morning Glory
expense to return the research scientists.
6, Panamar 6

New Eden is both an ideal place to live and


Tartarus Sector
an even better place to work. Its wealth created Tartarus doesn't sound like a nice place to
a democratic alliance amongst the competing be, but names can be deceptive. The crown

88 – Aliens: Game Over


jewel of the Sector is Tartarus itself, an Earth- unstable as food and breathable resources are
like planet. Unfortunately, many of the other strained to the limit.
planets in this Sector can hardly lay claim to
being hospitable, much less habitable. Like the
mythical Tartarus that trapped the titans, the Kawlang
planets in this Sector are elemental, powerful Size: 12,800 km, average gravity (1g)
entities in their own right that are not to be trifled Atmospheric Standard: 2 (caustic)
with. Climate: Tropical
Primary Terrain: Swamp
Natural Resources: Biological
Deadfall Indigenous Life Forms: Diverse
Size: 12,800 km, average gravity (1g) Population: None
Atmospheric Standard: 3 (extremely low Starports and Bases: Frontier
pressure) Government: None
Climate: Temperate Campaign: USMC
Primary Terrain: Mountains Trade: None
Natural Resources: Research Closest Jumps: Devil's Peak 6, Lacerta 6
Indigenous Life Forms: None
Population: Few (130) Kawlang is a swampy world where the crew
Starports and Bases: Frontier of the Betty met trouble. It was here that Vriess
Government: Company Corporation was paralyzed from the waist down by shrapnel
Campaign: CMCC from an explosion, but was carried to safety on
Trade: Research Christie's back, hence the Kawlang Maneuver.
Closest Jumps: Tartarus 4

Deadfall is the universe's largest experiment. Lacerta


Asteroids are slammed into the planet's surface Size: 12,800, average gravity (1g)
in a sort of contained worst-case scenario Atmospheric Standard: 1
environment. Deadfall hopes to utilize this Climate: Temperate
research in defending against future asteroid Primary Terrain: Swamp
impacts on colonized worlds. The likelihood of a Natural Resources: Unknown
collision with a stellar body is inevitable, so the Indigenous Life Forms: Diverse (Worms)
race is on to reach a solution (and defend Population: Unknown
Corporate territory) before a disaster strikes. Starports and Bases: Frontier
Government: Company Corporation
Campaign: USMC
Devil's Peak Trade: Industrial
Size: 12,800 km, average gravity (1g) Closest Jumps: Kawlang 6
Atmospheric Standard: 2 (caustic)
Climate: Temperate Planet renowned for it’s plague of worms,
Primary Terrain: Aquatic called the Lacerta Worm Plague.
Natural Resources: Ore
Indigenous Life Forms: Diverse
Population: Thousands (40,000) Scorcher
Starports and Bases: Frontier Size: 12,800 km, average gravity (1g)
Government: Company Corporation (Biozone Atmospheric Standard: 5 (extremely high
Alpha) pressure)
Campaign: CMCC Climate: Torrid
Trade: Mining Primary Terrain: Desert
Closest Jumps: Kawlang 6, Tartarus 6, Temple Natural Resources: Minerals
6, Twilight 8 Indigenous Life Forms: None
Population: Thousands (5,000)
Devil's Peak is a planet with 99% liquid Starports and Bases: Frontier
surface except for a single landmass that rises Government: Company Corporation
15,000 feet above sea level. It is here that Campaign: CMCC
colonists survive in a domed colony. Trade: Mining
Unfortunately, the spillover from Tartarus is Closest Jumps: Scorcher 4, Devil's Peak 8
stretching the limits of the Corporation to provide
for its residents and threatens to become

Aliens: Game Over - 89


Scorcher is far too close to its sun for human Temple
habitation. But of course, greedy Corporations
Size: 1,600 km, low gravity (0.125g)
found a way. The combination of high pressure
Atmospheric Standard: 3 (caustic)
and heat produces precious gems of inestimable
Climate: Temperate
value. Even though all colonists are located
Primary Terrain: Mountain
hundred of miles below ground, the temperature
Natural Resources: Minerals
is barely bearable. Travel to the colony is highly
Indigenous Life Forms: Diverse
restricted because only certain shuttles that are
Population: Thousands (40,000)
protected against radiation and heat can make
Starports and Bases: Frontier
the trip. The wealth roll to purchase any item
Government: Company Corporation
suffers a +5 penalty.
(Hyperdyne)
Campaign: CMCC
Tartarus Trade: Metallurgy, Synthetic Research
Closest Jumps: Devil's Peak 6
Size: 12,800 km, average gravity (1g)
Atmospheric Standard: 1 (caustic)
Temple is most notable for its high proportion
Climate: Temperate
of Synthetics (over 50). These Synthetics are
Primary Terrain: Various
used in research, both of Temple and of
Natural Resources: Various
themselves. Rumors of some form of Synthetic-
Indigenous Life Forms: Diverse (Harvesters)
to-Human downloading process run rampant,
Population: Millions
but Hyperdyne isn't telling.
Starports and Bases: Frontier
Government: Company Corporation
Campaign: CMCC Twilight
Trade: Various
Size: 12,800 km, average gravity (1g)
Closest Jumps: Deadfall 4, Devil's Peak 6
Atmospheric Standard: 5 (caustic)
Climate: Torrid
As an Earth-like world, Tartarus seemed
Primary Terrain: Desert
perfect. It was unique in that it takes the planet
Natural Resources: Ore
40 years to complete its solar orbit, providing a
Indigenous Life Forms: None
20 year day and 20 year night. Colonists move
Population: Thousands (15,000)
across the planet slowly, picking up and moving
Starports and Bases: Frontier
the colonies as the terrain is exposed to
Government: Company Corporation
sunlight. As usually is the case with Corporate
Campaign: CMCC
exploration, Nature had other plans. Harvesters
Trade: Mining
scour the planet clean during the night cycle,
Closest Jumps: Scorcher 4, Devil's Peak 8
attacking anything that is organic and bringing it
back to their lairs, deep underground. Massive
Twilight is cloaked in perpetual dusk as a
beasts, harvesters threaten to destroy all
result of the volcanic eruptions. Magma covers
attempts at colonization and, if the Marines
the surface, making it a highly treacherous
Corps doesn't find a permanent solution soon,
climate. The colony is domed and conducts
will quickly turn Tartarus into a ghost planet.
most of its mining via floating robotic rigs.

90 – Aliens: Game Over


Missions
"Rescue mission. There's some juicy colonists' daughters we gotta rescue from virginity."
--Apone, Aliens

The mission structures a USM Marine's life. • Duration, including the set period of
It provides the framework for his activities, service and an optional extension
guarantees his pay, and protects his interests. (possibly continuous service).
This chapter discusses the various aspects of
missions. The more professional Strike Forces view
missions as sacred, to be upheld at any cost.
Integral to every USM Marine Strike Force is The price to be paid for adhering to a mission
its mission. This mission is the terms under can be high, especially when some employers
which a USM Marine performs his duties and can be treacherous. Strike Forces that manage
how he ultimately gets paid. Because war is a to complete their missions despite the hazards
chaotic, messy task, the mission is critical in are remunerated with the acknowledgement of
ensuring the USM Marine and his employer are their performance and recognition as being a
both satisfied with the results. reliable USM Marine Strike Force. Sadly, few
Strike Forces succeed in this endeavor.
Ideally, any USM Marine mission is mutually
beneficial for both employer and employee. This
is not always the case, however. Often, USM Mission Generation
Marines are seen as expendable and all too
commonly are discarded without pay. Missions vary in frequency. A Strike Force
Conversely, USM Marines sometimes must make a Charisma check (DC 20) modified
intentionally under perform if they feel the pay is by its captain's Charisma modifier and
not worth the risk. Reputation modifier to determine how many
missions are offered each month. If the check
The mission obligations vary widely. Tasks fails, no missions are offered. For every 5 points
that USM Marines might be asked to perform above 20, an additional mission is offered.
include riot control, guerrilla warfare,
reconnaissance, open warfare, focused raids, Number of Missions
riot control, and garrison duty. The mission's Charisma Check Offers
length is set at the signing of the mission and <20 0
can vary from a few months to a few years. 21-25 1
26-30 2
A variety of factors can come into play in a 31-35 3
particular mission. The mobility of the
36> 4
opposition, availability of supplies, ultimate
objective, location, weather, and terrain are all
factors the USM Marine Strike Force must USM Marine work is affected by a wide
consider. Ideally, casualties are minimal on both variety of factors, including political, social, and
sides, unless the point of the attack is to kill. economic events. When missions aren't
available, Game Masters can use the random
Proper intelligence is critical in understanding
mission generation table, below.
the full nature of a mission. Marines go where
others refuse to tread, so a good USM Marine Random Mission Generation
captain makes it a point of understanding the full D100 Mission Type Marines Required
01-13 Defensive, Escort 1d20
story, regardless of what his employer tells him. 14-20 Defensive, Garrison Duty 1d4*10
Traditional missions specify the following: 21-28 Defensive, Guard Duty 1d6*10
29-37 Defensive, Honor Guard Company
• Command, including the level of 38-52 Defensive, Patrol 1d10
autonomy granted the Strike Force. 53-56 Offensive, Retrieval 1d10
57-62 Offensive, Revolt Company
• Conditions, including numbers, types, 63-73 Offensive, Uprising 1d6*10
74-76 Raid, Corporate 1d20
unit, and equipment of soldiers.

Aliens: Game Over - 91


77-78 Raid, Diversionary Company defensive position, but unlike garrison duty, the
79-82 Raid, Exploration 1d4*10 guards face more varied and possibly more
83 Raid, Bug Hunt Company
84 Raid, Scouting 1d20
dangerous opponents.
85-88 Raid, Urban Company EXAMPLE: The USM Marines must guard
89-91 Variable, Civil War Company
92-100 Variable, War Company
an important political figure. The Strike Force
may have to contend with spies, traitors, and
assassination attempts.
Defensive, Escort
A small contingent of USM Marines ensures
valuable cargo or important person successful Defensive, Honor Guard
reaches its destination. The USM Marine's The USM Marine group is hired to display its
opposite number, the bandit or guerilla, might without actually fighting. Although it may
frequently raid escorts. Marines are employed come to that, this is by far the cushiest kind of
in large numbers to guard and escort the cargo mission. Rich employers who want to threaten
from one location to another. The cargo isn't their opponents will often hire their USM Marines
necessarily very valuable; there's simply enough to put on a convincing display of force.
of a standard staple to make it worth hijacking
by unsavory types. Usually merchants employ EXAMPLE: The USM Marine Strike Force is
USM Marines to this end. The person being hired to impress the local military with their
escorted can include a pilgrim or a princess, employer's might. But the USM Marines must
depending on the situation. go shopping first to ensure their weapons,
armor, and equipment look brand new. A little
EXAMPLE: Pilgrims on a pilgrimage to a shopping might be in order, making this mission
sacred shrine can find no one else to defend more expensive than it first seemed.
them, so they hire a small group of USM
Marines to accompany them on the trip. But the
pilgrims are not all that they seem; they are on a Defensive, Patrol
holy mission to reunite two relics. The second A patrol is similar to a garrison; only it
relic is the goal of the pilgrimage. Along the requires the USM Marines to roam. It usually
way, rival cults and alien forces dog their every involves patrolling an area or land, spotting
step. enemies and engaging them if need be.
EXAMPLE: The Strike Force is hired to
Defensive, Garrison Duty protect settlers in a new land. The natives are
Garrison duty includes maintaining a military committed to throwing the newcomers out with
position. The garrison assignment can guard whatever tactics are necessary. They may have
anything from a city to a planet, defending it new poisons, special mounts, special drugs, or
against any hostile external forces. Garrison unique magic on their side. The natives know
duty is long, boring, and generally loathed by the terrain better than the USM Marines,
most USM Marines. Garrison positions are including its advantages and dangers.
dangerous because the USM Marines are
present to maintain a position, often contested Offensive, Retrieval
by a neighboring enemy.
A small contingent of Marines are deployed
EXAMPLE: An enemy calls a crusade to to retrieve a valuable item or person. This
capture the Strike Force's headquarters. During mission requires that guards be disposed of,
the height of the historical USM Marine era, the breaking and entering, and theft. Just as
Pope called upon a crusade to destroy invading important as reaching the target is the object
USM Marines. It is very possible USM Marines returning to the employer. When people are
may face crusading paladins and clerics seeking involved, this mission can be considered
to throw them out of town. kidnapping.
EXAMPLE: A rare material (plutonium,
Defensive, Guard Duty diamond, adamantine) is stored in a vault. A
Similar to garrison duty, guard duty involves local government needs it for a greater good,
guarding a friendly holding. Marines can be perhaps to create a super weapon to oppose
asked to guard just about everything, from fort another force, perhaps to create a lifesaving
entrances to treasure vaults, weddings to technology. The USM Marines are hired to get it
powerful artifacts. Marines are typically in a out. The best technology guards its

92 – Aliens: Game Over


safekeeping. Traps abound. And there's a time Raid, Corporate
limit before it's too late.
When the USMC gets tired of Corporation
antics, they take the offensive. In this case,
Offensive, Revolt USM Marines are hired to wipe out an enemy
Corporation. It can be anything from terrorists to
Revolts are another onerous task that USM
rebel outposts.
Marines are often hired for which does little to
improve their reputation. Typically, the people EXAMPLE: Environmentalists, tired of drug-
revolting are the underclass who is not trained traffickers hacking up innocent species for their
military personnel. Strike Forces are hired to supposed value as aphrodisiacs, hire USM
brutally put a stop to the revolt. Under most Marines to take out the intergalactic poachers
military conventions, such a mission is only once and for all.
allowed if the civilians are engaged in clearly
destructive activity to a legal, internationally
recognized civil authority or government. The Raid, Diversionary
USM Marine Strike Force is, in theory, supposed Unfriendly neighbors will often test a border
to use the minimum force necessary at all times. by conducting raids on contested territory.
EXAMPLE: The employer that the USM When the employer is finally fed up, a USM
Marine Strike Force is hired to retaliate against
Marines helped put into a position of power
the raiders. Marines lay traps, hide within
needs their help yet again. A murderous
abandoned buildings, and otherwise lure the
rebellion is actively undermining the employer's
enemy out into the open to spring their ambush.
rule. The Strike Force is brought in to quell the
rebellion. But just who are the rebels and do EXAMPLE: A bordering country enjoys
what is the employer hiding? sending in guerilla troops to test the might of its
neighbor. The USM Marines must beat the
guerillas at their own game by luring them into a
Offensive, Uprising constructed town, complete with traps and
The opposite of a revolt, a rich but powerless ambushes.
employer hires the USM Marines to stage an
uprising. This is one of the most dangerous
missions a USM Marine can be hired for, but it Raid, Exploration
has potential long-term rewards if the grateful A small group of USM Marines is needed to
employer comes to power. But if he doesn't, the explore new terrain. The terrain is known to be
USM Marines need to get out of town, fast. hostile. Marines are more likely to face violent
EXAMPLE: The Corporation the USM flora and fauna that may be a new twist in typical
military tactics for the Strike Force.
Marines put into power is worse than his
predecessors. Now the rebellion is willing to pay EXAMPLE: A new planet is discovered and
them to switch sides. Marines must infiltrate the USM Marines are hired to act as vanguard.
local culture, learn their ways, and play a Their job: secure the planet for colonists. But
dangerous game of cat and mouse with local nobody mentioned the path went straight
officials and hired thugs. They need to know through bug territory.
who to trust and when to run. And then, when it
all comes together, they need to put down the
dictator permanently and place a new Raid, Scouting
government in the power vacuum. A small unit of USM Marines ventures further
out from the main body of a military force to
gather information about the enemy. The goal is
Raid, Bug Hunt to gather the information and then safely return it
Aliens are always a problem. When to the employer, not engage in a firefight. These
extraterrestrial life becomes a sufficient raids are staged prior to a major assault, but the
nuisance, USM Marines are hired to take care of enemy must not be made aware that the attack
it. Be it a cavernous complex, a dangerous is imminent.
mountain pass, or a deep forest, the USM
Marines are fighting an enemy on its home turf. EXAMPLE: In the middle of a war, the USM
Marines are wise to tread carefully. Marines must enter deep territory to reconnoiter
the land and return with information about troop
EXAMPLE: See the movie Aliens. It's called numbers, movement, and firepower. The enemy
a "bug hunt" for a reason.

Aliens: Game Over - 93


could be an alien race with peculiar habits that wonder why it signed the mission in the first
making information gathering difficult. place.

Raid, Urban Variable, War


Village raids are very common in urban A full-fledged war breaks out. This is the
warfare. The USM Marines have to retake a business USM Marines were made for. Usually,
civilian area that is occupied by non-combatants. the entire Strike Force is hired. These battles
This kind of mission requires much more can vary widely but will ultimately use all the
precision and discipline. When Strike Forces skills of the USM Marine Strike Force. Roll an
lose control of their men, the worst can happen, additional 1d6 missions, ignoring Variable
earning the Strike Force an unsavory reputation. results. The pecuniary index for War is used for
all submissions and the durations are added
EXAMPLE: The local citizens have gotten
together.
tired of the gang wars in their city. The USM
Marines are hired to take out both groups with EXAMPLE: A bloody war erupts on a distant
extreme prejudice without leveling the city or planet. It's a war of escalation. Each side hires
involving the authorities (who might be on the its own military force, and mercenary companies
take for one of the gangs). of all shapes and sizes flock there to make their
name. Old friends might end up fighting each
other to the death. Missions are broken,
Variable, Civil War renegotiated, and rewritten as employers
A civil war is the worst kind of war, because struggle to keep up with the ever-fluctuating
everyone hates the USM Marine. Civil wars are needs of the mercenaries.
risky business if the employing side loses.
Conflict is inevitable and dangerous. Roll an
additional 1d10 missions, ignoring Variable Awards and Reprimands
results. The pecuniary index for Civil War is Depending on the success or failure of a
used for all submissions and the durations are mission, Marines may receive awards or
added together. reprimands. Each award or reprimand is
accompanied by a subsequent gain or loss in
EXAMPLE: A new colony has decided it
Reputation. A court martial or imprisonment
wants nothing to do with its founding country
always results in a loss of rank
and is engaged in a war for independence. The
USM Marines are hired from overseas to quash Medal/Award Reprimand/Penalty
their efforts, but the national troops aren't Service Ribbon, +1 RP Reprimand, -1 RP
interested in any help. The USM Marines Group Award, +2 RP Reprimand, -2 RP
become a symbol of all that is wrong with the Commendation, +3 RP Court Martial, -3 RP
founding country. Hated by the soldiers they're Service Cross, +4 RP Court Martial, -4 RP
supposed to work with, loathed by the people Medal of Valor, +5 RP Imprisonment, -5 RP
they're there to fight, the Strike Force starts to Medal of Honor, +6 RP Imprisonment, -6 RP

94 – Aliens: Game Over


Monsters
"There's a monster in your stomach. It's a real nasty one. They hijacked your cryotube and sold you to
him and he put an alien in you. In a few hours it will punch its way through your chest and you'll die. Any
questions?"
--Ripley to Purvis, Alien Resurrection

Aliens
Aliens come in a wide variety of shapes and above the victim. Damage from acid
sizes. Various artists, writers, and producers splash is 1d6 per 6 points of damage
have envisioned the Aliens universe differently. inflicted by an attack causing a splash
Presented here are the "standard" Aliens from (round down) for a maximum of 10d6.
the movies along with a template for producing Armor and possessions must be checked
endless variations. For more details about each on a failure. Any item must make a save
of the Aliens, see the source entry. vs. the DC of the amount of damage
inflicted. A masterwork weapon gets a
Aliens are made of polarized silica, which
bonus of +5 to the save. Failure destroys
means they have more in common with plastic
the item. Floor and surroundings must be
and glass than other carbon-based life forms.
checked as well for results of acid
Their internal energy is electrical in nature and
damage.
circulated via their acidic fluids. As a result, they
do not require organic food to survive. They • Blindsight (Ex): Using non-visual
require it to regenerate and create resin, but not senses, such as sensitivity to vibrations,
for basic survival. Their bodies are so sensitive keen smell, acute hearing, or
to stimulus that very little is required to nourish echolocation, Aliens maneuver and fight
them – it can be solar energy, static electricity, as well as a sighted creature. Invisibility,
or direct current. darkness, and most kinds of
concealment are irrelevant, though the
Aliens prefer warm, moist areas, as this is
Alien must have line of effect to a
most conducive to their metabolism, but can live
creature or object to discern that creature
anywhere, even in a vacuum. Electrical devices
or object. The ability’s range extends to
especially stimulate them. This is why Aliens will
60 feet. The Alien does not need to make
congregate around generators and power
Spot or Listen checks to notice creatures
plants.
within range of its blindsight ability.
Aliens possess the following traits: Blindsight is continuous, and the Alien
need do nothing to use it.
• Acid Blood (Ex): All Aliens, from
facehugger to adult, have acidic blood. • Invisibility (Ex): Because Aliens do not
For any physical attack causing damage generate body heat because they do not
to an Alien, there is a chance for “splash have any external cellular activity. They
damage” from the acid blood. Count only do not show up on thermal sensors.
that damage which gets through damage
reduction. Use the amount of damage • Breath Weapon (Ex): Adult Aliens
done in the attack as the DC for the save (drones and praetorians) can spit acid
of the melee weapon doing the damage three times a day. Such breath weapons
modified as necessary if a masterwork or allow a Reflex save for half damage (DC
magical weapon. Use the amount of 10 + 1/2 breathing Alien's racial HD +
damage done in the attack as the DC for breathing Alien's Con modifier). Failure
the Reflex saving throw for all those to save also causes the target to be
within 5 feet of the creature hit. Modify dazed for 1d4 rounds. Aliens are immune
the DC and subsequent damage by 1/2 if to their own breath weapon.
using bludgeoning or piercing weapons. • Climb (Ex): All Aliens have a +8 racial
Double the DC and damage if the Alien is bonus on Climb checks. The Alien must

Aliens: Game Over - 95


make a Climb check to climb any wall or communication. If one is aware of a
slope with a DC of more than 0, but it particular danger, they all are. If one in a
always can choose to take 10 even if group is not flatfooted, none of them are.
rushed or threatened while climbing. The No Alien in a group is considered flanked
Alien climbs at the given speed while unless all of them are.
climbing. If it chooses an accelerated
climb it moves at double the given climb • Improved Grab (Ex): If an Alien hits with
speed (or its base land speed, whichever its tail, it deals normal damage and
is lower) and makes a single Climb check attempts to start a grapple as a free
at a –5 penalty. Aliens cannot run while action without provoking an attack of
climbing. An Alien retains its Dexterity opportunity. No initial touch attack is
bonus to Armor Class (if any) while required. This ability works for any
climbing, and opponents get no special humanoid creature up to Large size
bonus on their attacks against a climbing (even in the case of facehuggers). The
Alien. Alien has the option to conduct the
grapple normally, or simply use its tail to
• Energy Resistance (Ex): Aliens have hold the opponent. If it chooses to do the
cold resistance 5. Due to the conductive latter, it takes a –20 penalty on grapple
nature of their blood, they are also checks, but is not considered grappled
capable of being electrocuted. Aliens itself; the Alien does not lose its Dexterity
have electrical resistance 5. bonus to Defense, still threatens an area,
and can use its remaining attacks against
• Fear Attraction (Ex): Alien adults other opponents. A successful hold does
(drones and praetorians) that detect fear not deal any extra damage unless the
using their Sense Fear ability become Alien also has the constrict special
excited. Fearful prey stimulates them to attack. If the Alien does not constrict,
make especially messy kills. The Alien each successful grapple check it makes
gains +4 to Strength, +4 to Constitution, during successive rounds automatically
and –2 to Armor Class until its victim is deals the damage indicated for the attack
no longer afraid (e.g., dead, flees the that established the hold. Otherwise, it
area, drives off the Alien, etc.). The Alien deals constriction damage as well. When
cannot end its rage voluntarily. an Alien gets a hold after an improved
• Frightful Presence (Ex): This special grab attack, it pulls the opponent into its
quality makes an Alien's very presence space. This act does not provoke attacks
unsettling to foes. It takes effect of opportunity. It can even move
automatically when the Alien performs (possibly carrying away the opponent),
some sort of dramatic action (such as provided it can drag the opponent’s
charging, attacking, or snarling). weight.
Opponents within range who witness the • Poison (Ex): Any creature hit by a tail
action may become frightened. The attack from an adult Alien must make a
range is 30 feet, and the duration is 5d6 Fortitude save or be paralyzed for 1d2
rounds. This ability affects only hours. The Fortitude save DC against a
opponents with fewer Hit Dice or levels poison attack is equal to 10 + 1/2 Alien's
than the Alien. An affected opponent can racial HD + Alien's Con modifier. It can
resist the effects with a successful Will poison up to 18 times a day. Paralyzed
save (DC 10 + 1/2 frightful Alien's racial creatures cannot move, speak, or take
HD + frightful creature’s Cha modifier). any physical actions. The creature is
Increases the DC by 2 per additional rooted to the spot, frozen and helpless. A
Alien praetorian, worker, or Queen within winged creature flying in the air at the
50 feet. If a chestburster emerges from a time that it is paralyzed cannot flap its
body, it can use its frightful presence wings and falls. A swimmer can’t swim
power with a +5 circumstance penalty to and may drown. Aliens are immune to
the save. An opponent that succeeds on their own poison.
the saving throw is immune to that same
Alien's frightful presence for 24 hours. • Pounce (Ex): When an Alien makes a
Frightful presence is a mind-affecting charge, it can follow with a full attack.
fear effect.
• Psychic Vulnerability (Su): Due to the
• Hive Mind (Ex): All Aliens within 50 subjugation of Aliens to their Queen,
miles of their queen are in constant weakened Aliens can have their actions
96 – Aliens: Game Over
influenced by a mind in an exalted state just as humans do familiar sights. The
(using psionics, for example). Aliens Alien can detect opponents within 30 feet
receive a –1 morale penalty to all Will by sense of smell. If the opponent is
saves against psionic F/X for every 8 hit upwind, the range increases to 60 feet; if
points lost. If the Alien heals, these downwind, it drops to 15 feet. Strong
penalties disappear. scents, such as smoke or rotting
garbage, can be detected at twice the
• Resin (Ex): Alien adults (drones and ranges noted above. Overpowering
praetorians) often wait in their hive and scents, such as skunk musk or troglodyte
then lower themselves silently on silk stench, can be detected at triple normal
strands to leap onto prey passing range. When an Alien detects a scent,
beneath. A single strand is strong the exact location of the source is not
enough to support the Alien and one revealed—only its presence somewhere
creature of the same size. Aliens can within range. The Alien can take a move
release a strand eight times per day, action to note the direction of the scent.
even at opponents. This is similar to an Whenever the Alien comes within 5 feet
attack with a net but has a maximum of the source, the Alien pinpoints the
range of 20 feet, with a range increment source’s location. An Alien with the Track
of 5 feet, and is effective against targets feat and the scent ability can follow
up to one size category larger than the tracks by smell, making a Wisdom (or
Alien. An entangled creature can escape Survival) check to find or follow a track.
with a successful Escape Artist check or The typical DC for a fresh trail is 10 (no
burst it with a Strength check. Both are matter what kind of surface holds the
standard actions whose DCs are given in scent). This DC increases or decreases
the table below. The check DCs are depending on how strong the quarry’s
Constitution-based, and the Strength odor is, the number of creatures, and the
check DC includes a +4 racial bonus. age of the trail. For each hour that the
Attempts to escape or burst the cocoon trail is cold, the DC increases by 2. The
gain a +5 bonus if the trapped creature ability otherwise follows the rules for the
has something to walk on or grab while Track feat. Aliens tracking by scent
pulling free. Each 5-foot section has the ignore the effects of surface conditions
hit points given on the table, and and poor visibility.
cocoons have damage reduction 5/fire.
An adult Alien can move across its own • Sense Fear (Su): An adult Alien can
resin at its climb speed and can pinpoint sense fear in prey up to 25 ft. away.
the location of any creature touching the
resin. Resin blocks all transmissions and • Tremorsense (Ex): Aliens are sensitive
signals, including radio transmissions. to vibrations in the ground and can
automatically pinpoint the location of
Size Escape Artist DC Break DC Hit Points anything that is in contact with the
Drone 12 16 6
ground, up to 60 feet. They can also
Praetorian 13 17 12
sense the location of creatures moving
• Scent (Ex): This special quality allows
through water.
an Alien to detect approaching enemies,
sniff out hidden foes, and track by sense
of smell. Aliens can identify familiar odors

Aliens: Game Over - 97


Alien, Egg
Small Outsider mental vice and held for the springing attack by
Hit Dice: 1d8+2 (6 hp) the hugger.
Initiative: +0
There is also a much smaller “emergency”
Speed: 0
version of the egg, which is only about a foot
Defense: 14 (+1 size, +3 natural)
high and weighing about 10 pounds. This egg
Face/Reach: 5 ft. by 5 ft/5 ft
can support the enclosed facehugger only for a
Special Attacks: Prey call, facehugger
couple of months before it dies. Use the normal
Special Qualities: Blindsight (60 ft.), energy
egg statistics for this version, but change its
resistance (cold 5, electricity 5), hive mind,
Constitution to 13.
scent, tremorsense (60 ft.), immune to energy
(acid, gas, vacuum, and mind-altering effects), COMBAT
DR 5/fire
Saves: Fort +4, Ref +2, Will -1 Lying in wait for centuries if need be, the
Abilities: Str 22, Dex 10, Con 15, Int 2, Wis 4, Alien egg is a deadly booby trap ready to trigger
Cha 2 when any suitable host comes near. It and its
Feats: Toughness enclosed facehugger have limited (but powerful)
Challenge Rating: 1 mental abilities to help it perform its function of
Source: Alien procuring a new host for its species.
Prey Call (Ex): Any creature with an
The Alien eggs look like 3-foot footballs, Intelligence of 3 or above within 5 feet of an
weighing about 60 pounds. Their leathery Alien egg must make a DC 20 Will save or be
fascinated by the egg. The creature stands or
casing can protect the enclosed facehuggers for
sits quietly, taking no actions other than to move
centuries, if necessary, waiting for the time an
closer to the egg, for as long as the effect lasts.
unsuspecting victim comes investigating. A
It takes a –4 penalty on skill checks made as
possible target is then evaluated for its suitability
as a host and if it is found to be so, the enclosed reactions, such as Listen and Spot checks. The
facehugger awakens and the egg opens, the top effect ends after a facehugger or Alien attacks.
A fascinated creature’s ally may shake it free of
peeling open like an orange in a flower-like
the spell as a standard action.
pattern to expose the now-awake and ready
facehugger. Using a form of the queen’s “prey Facehugger (Ex): An Alien egg spawns one
call” ability, an intended victim is caught in a facehugger and then promptly dies.

98 – Aliens: Game Over


Alien, Facehugger
Small Outsider Facehug (Ex): On a successful grapple
Hit Dice: 1d8 (4 hp) attempt from the improved grab, the creature
Initiative: +9 (+5 Dex, +4 Improved Initiative) attaches itself to the face of its victim. If the
Speed: 60 ft., climb 20 ft., swim 40 ft. target’s face is protected (by helmet faceplate
Defense: 17 (+5 Dex, +1 size, +1 natural) for example) the hugger will use its acid spray to
Attacks: Tail wrap +6 melee remove the obstacle. Use an acid blood attack
Damage: Tail wrap 1d4+6 and acid of 20 points to attack the armor. If it fails, the
Face/Reach: 5 ft. by 5 ft/5 ft alien cannot attach, but may grapple normally. If
Special Attacks: Acid blood, frightful presence, the victim is unconscious, the helmet may be
improved grab, pounce, acid spray, facehug, opened or removed in one round. If attacked
leap attack, strangulation, constrict, implant while attached, slashing or piercing weapons will
Special Qualities: Blindsight (60 ft.), climb, do normal damage but have a 50% chance to do
energy resistance (cold 5, electricity 5), hive equal damage to the “host”. This will also
mind, scent, tremorsense (60 ft.), immune to release the creature’s acid blood on the
energy (acid, gas, vacuum, and mind-altering surroundings, have a 10% chance per point of
effects), DR 5/fire, fast heal 1 damage done of triggering the creature’s acid
Saves: Fort +2, Ref +7, Will -1 mist attack into the host’s face and chest interior
Abilities: Str 19, Dex 21, Con 10, Int 2, Wis 4, and trigger its strangulation attack. Bludgeoning
Cha 2 weapons do no damage to the hugger, but all
Skills: Balance +5, Climb +9*, Escape Artist +5, damage from the impact is transferred to the
Hide +15*, Jump +13*, Listen –3, Move Silently host.
+15*, Search –4, Spot –3
Implant (Ex): Unless attacked, (the removal
Feats: Improved Initiative
attempt counts as an attack) the victim is kept
Challenge Rating: 1
alive but unconscious (at 2d4 below 0 hp) until
Source: Alien
impregnation is complete in approximately 24
hours (20+1d6 hours). The facehugger then
Looking like two hands joined where the detaches and dies and the victim regains
wrists would be, the facehugger is short-lived consciousness until the chestburster is born.
outside the egg, which normally protects it. It
The number and type of embryo implanted
will be dead within a few (1d4+1) hours after
by a facehugger is determined by the size and
leaving its egg. Armed with a long grasping tail,
mass of the host. If the host is dead, only drones
a spray of highly-concentrated acid and the
can be produced. One drone can be implanted
single-mined desire to impregnate a single
for every 30 pounds of mass (minimum). If the
selected prey using its extending probe, it will
host is alive, then any type of Alien can be
fearlessly pursue and attack a single selected
produced, including a queen or praetorian. One
target until it has succeeded in attachment or it
praetorian embryo can be implanted for every 50
or its target is dead.
pounds of mass. Only a single queen embryo
COMBAT can be implanted in a minimum mass of 100
pounds – but only one can be implemented
The obvious attack that a facehugger has is
regardless of host size. If the host dies after
to pounce on its unsuspecting victim of at least
implantation but before the chestburster is born,
30 lbs. Its can also crawl up walls just like other
the Alien automatically grows into a drone. This
Aliens. This skill can be used to hide and to
gestation period takes 1d4 hours for the drone
jump from the wall onto the victim.
and praetorian chestburster and 7+1d4 hours for
Acid Spray (Ex): The Alien may generate a a queen chestburster.
spray of acid blood once during its limited
The only way to remove the embryo between
lifetime. This spray inflicts 1 hit point of damage
the time of implantation and birth is through
to the creature. The spray may be used to cut
surgery with the Surgery feat and a Treat Injury
through armor, to gain access through a door or
check (DC 25). If the check fails, the surgeon
wall to a seen victim (bars on a window for
can try again, but each attempt (successful or
example can be cut through) or as an attack.
not) deals 1d6 points of damage to the patient.
The use of this spray is instantaneous and is a
free action. The range of acid spray is only one Strangulation (Ex): If in danger of being
foot. This attack may be used in a normal killed while attached, the hugger will loose its
attack, but this will be done only by direction of sleeping poison on the victim in addition to
the queen. Treat this as a normal attack. constricting for maximum damage (6 points) as it

Aliens: Game Over - 99


goes through its death throes. The victim must Constrict (Ex): A facehugger can constrict
make a Fortitude save (DC 20) or die. It for 1d6 points of damage each round on a
requires a Strength check (DC 20) to remove the successful grapple check, in addition to the
tail from the victim’s neck. Strangulation grappling weapon's normal damage. If the
damage occurs until the tail is removed. creature reaches 0 hit points, the facehugger
uses its facehug ability.
Improved Grab (Ex): The facehugger can
use the Improved Grab ability on creatures of up Leap Attack (Ex): If attacking from its just-
to Large size. The facehugger attacks by trying opened egg, the hugger gains a +5 surprise
to wrap it’s tail around the neck of the victim and bonus to its Improved Grab grapple check. This
then pulling itself over the face and then locking attack has a range of 10 feet.
it’s eight legs around the head of the poor
Skills: Racial bonuses of +10 to Hide, Jump,
creature.
and Move Silently (included above).

100 – Aliens: Game Over


Alien, Chestburster
Tiny Outsider Chestbursters avoid open combat.
Hit Dice: 0.5d8+0.5 (2.5 hp)
Birth (Ex): Between the time the facehugger
Initiative: +9 (+5 Dex, +4 Improved Initiative)
detaches and dies and the chestburster is born
Speed: 60 ft., swim 40 ft.
at the end of gestation, the host is totally
Defense: 19 (+5 Dex, +2 size, +2 natural)
unaware anything is amiss, except perhaps for
Attacks: Bite +1.5 melee
being very ravenously hungry. At the time of the
Damage: Bite 1d3-1 +1d6 acid
chestburster’s appearance, however, this
Face/Reach: 2½ ft. by 2½ ft/0 ft
changes. Gripped in horrible pain, the host’s
Special Attacks: Acid blood, acid bite, frightful
chest us torn apart from the inside out as the
presence, improved grab, pounce, birth
chestburster forces its way into the world. This
Special Qualities: Blindsight (60 ft.), climb,
usually causes the death of the host, causing
energy resistance (cold 5, electricity 5), hive
3d10 Con damage. Should the victim survive
mind, scent, tremorsense (60 ft.), immune to
this trauma, damage continues at the rate of 1d4
energy (acid, gas, vacuum, and mind-altering
Con damage per round until stabilized by a
effects), DR 5/fire, regenerate 5
Treat Injury check (DC 25) or healing drugs
Saves: Fort +3, Ref +7, Will -1
doing more than 10 points of healing. Birth
Abilities: Str 9, Dex 21, Con 12, Int 4, Wis 4,
takes 1d3 rounds.
Cha 2
Skills: Balance +5, Climb +9*, Escape Artist +5, Acid Bite (Ex): A chestburster deals an extra
Hide +15*, Intimidate +1, Jump +1, Listen –3, 1d6 points of acid damage every time it bites an
Move Silently +15*, Search –3, Spot –3 opponent.
Feats: Improved initiative
Chew (Ex): Chestbursters can chew through
Challenge Rating: 1
Source: Alien anything – both to consume it and remove
obstacles. By gnawing on any material, it can
After a facehugger has impregnated inflict 1d4 points of acid damage to objects per
someone, this is the next evolvement of the round, ignoring hardness.
Alien life cycle. It weighs a little over a pound Regenerate (Ex): Because the chestburster
and looks like a cross between a drone Alien is growing so fast and regularly shedding its
and a facehugger: it has the head and upper skin, wounds heal over at high speeds. Damage
arms of an adult, but retains the long, powerful dealt to the chestburster is treated as non-lethal
tail of the facehugger. damage. The chestburster automatically heals
non-lethal damage at a fixed rate of 5 hit points
Chestbursters are ravenous little beasts.
per round. Fire deals lethal damage to the
They grow at incredible speed and require a
chestburster, which doesn’t go away. A
massive supply of matter – even inorganic
regenerating chestburster that has been
materials. A chestburster will consume a total of
two times its eventual adult weight. Roughly, rendered unconscious through non-lethal
one-fourth of what it consumes will be damage can be killed with a coup de grace. The
attack cannot be of a type that automatically
hydrocarbon-based matter (plants, animals,
converts to non-lethal damage. Attack forms that
plastic), one-half will be inorganics (glass,
don’t deal hit point damage ignore regeneration.
silicon, dirt) and one-fourth is water. All these
Regeneration also does not restore hit points
materials are readily available in the most
environments. Given the right materials, a lost from starvation, thirst, or suffocation.
chestburster grows to full size in 1d4 hours, Regenerating chestbursters can regrow lost
portions of their bodies.
molting once per hour. If a chestburster does not
find enough food within three days, it dies. Skills: Racial bonus of +10 to Hide and
Move Silently.
COMBAT

Aliens: Game Over - 101


Alien, Drone
Medium Outsider COMBAT
Hit Dice: 4d8+12 (30 hp)
Alien drones live only to serve the Queen
Initiative: +6 (+2 Dex, +4 Improved Initiative)
and the hive. They service the Queen’s needs
Speed: 60 ft., climb 60 ft., swim 40 ft.
as well as accompany the praetorians to
Defense: 18 (+2 Dex, +6 natural)
procurer living hosts for the eggs. They will fight
Attacks: Bite +7 melee, 2 claws +9 melee, tail
only as a last resort, which is the job for the
+7 melee
praetorians.
Damage: Bite 1d6+2, claw 2d4+5, tail 1d6+2
and poison Tongue Strike (Ex): If an alien hits with both
Face/Reach: 5 ft. by 5 ft/5 ft claw attacks, the alien may make a special bite,
Special Attacks: Acid blood, breath weapon using its inner mandibles. This attack is instead
(3d6), fear attraction, frightful presence, of the regular bite and allows a Reflex save (DC
improved grab, poison, pounce, web, tongue 15). This attack inflicts 4d6+4 hit points of
strike, trip damage. By leaving the inner “mouth” closed,
Special Qualities: Blindsight (60 ft.), climb, subdual damage may be done instead of
energy resistance (cold 5, electricity 5), hive regular, allowing the capture of live hosts.
mind, psychic vulnerability, scent, tremorsense
Trip (Ex): A drone that hits with its tail attack
(60 ft.), web, immune to energy (acid, gas,
can attempt to trip the opponent (+3 check
vacuum, and mind-altering effects), DR 5/fire,
fast healing 1, sense fear modifier) as a free action without making a touch
Saves: Fort +7, Ref +6, Will +4 attack or provoking an attack of opportunity. If
Abilities: Str 21, Dex 14, Con 16, Int 8, Wis 10, the attempt fails, the opponent cannot react to
trip the drone.
Cha 5
Skills: Balance +2, Climb +13*, Escape Artist Improved grab (Ex): To use this ability, the
+2, Hide +12*, Intimidate +7*, Jump +15, Listen drone must hit with a claw attack. It can then
+0, Move Silently +12*, Search +6, Spot +1 attempt to start a grapple as a free action
Feats: Improved Initiative, Multiattack without provoking an attack of opportunity. If it
Challenge Rating: 8 wins the grapple check, it establishes a hold and
Source: Aliens can use its tongue strike ability.
Skills: Racial bonus of +10 to Hide,
Alien drones are the result of the forceful Intimidate, and Move Silently (included above).
mixing of a human’s DNA with the DNA of an Additional Racial bonus of +10 to hide within it's
embryo, which grows inside that Human host own hive.
after that host is successfully impregnated in an
attack by an Alien facehugger.

102 – Aliens: Game Over


Alien, Praetorian
Large Outsider head plates and six digits on each hand (four
Hit Dice: 5d8+20 (42 hp) fingers and two thumbs).
Initiative: +7 (+3 Dex, +4 Improved Initiative)
COMBAT
Speed: 60 ft., climb 60 ft., swim 40 ft.
Defense: 21 (+3 Dex, -1 size, +9 natural) Alien praetorians live only to serve the hive.
Attacks: Bite +8 melee, 2 claws +10 melee, tail If service to the hive means death, so be it.
+8 melee Fear belongs only to the enemy. Praetorians
Damage: Bite 1d8+3, claw 1d6+6, tail 1d8+3 fight fearlessly. Individually, an Alien praetorian
and poison is bad news. In a group, it gets worst. Able to
Face/Reach: 5 ft by 5 ft/10 ft instantly communicate telepathically, they share
Special Attacks: Acid blood, breath weapon one hive mind. What one sees, all see.
(3d6), fear attraction, frightful presence,
Tongue Strike (Ex): If an Alien hits with both
improved grab, poison, pounce, web, tongue
strike, trip, constrict, improved grab claw attacks, it may make a special bite, using
Special Qualities: climb, energy resistance its inner mandibles. This attack is instead of the
regular bite and allows a Reflex save (DC 15).
(cold 5, electricity 5), hive mind, web, immune to
This attack inflicts 4d6+4 hit points of damage.
energy (acid, gas, vacuum, and mind-altering
By leaving the inner “mouth” closed, subdual
effects), DR 5/fire, fast healing 1, keen senses,
damage may be done instead of regular,
blindsight, scent, tremorsense, sense fear
Saves: Fort +8, Ref +7, Will +4 allowing the capture of live hosts.
Abilities: Str 23, Dex 16, Con 18, Int 8, Wis 10, Trip (Ex): A praetorian that hits with its tail
Cha 5 attack can attempt to trip the opponent (+3
Skills: Balance +3, Climb +14*, Escape Artist check modifier) as a free action without making
+3, Hide +15*, Intimidate +9*, Jump +8, Listen a touch attack or provoking an attack of
+0, Move Silently +15*, Search –1, Spot +2 opportunity. If the attempt fails, the opponent
Feats: Improved Initiative, Multiattack cannot react to trip the praetorian.
Challenge Rating: 9
Source: Alien Improved grab (Ex): To use this ability, the
praetorian must hit with a claw attack. It can
then attempt to start a grapple as a free action
A praetorian Alien is the queen's royal guard without provoking an attack of opportunity. If it
and the protector of the Alien hive. Alien wins the grapple check, it establishes a hold and
praetorians are the result of the forceful mixing can use its tongue strike ability.
of a human’s DNA with the DNA of an embryo,
which grows inside that human host after that Skills: Racial bonus of +10 to Hide,
host is successfully “impregnated” in an attack Intimidate, and Move Silently (included above).
by an Alien facehugger. They are distinguished Additional racial bonus of +10 to hide within it's
from Alien drones by their completely smooth own hive.

Aliens: Game Over - 103


Alien, Queen
Special Attacks: Acid blood, frightful 10d100 eggs); Note: except for Princess, all
presence, improved grab, poison, pounce, Queens start as Attached
tongue strike, trip, rend, acid spittle, rage.
Special Qualities: Blindsight (60 ft.), climb, CHALLENGE RATING
energy resistance (cold *, electricity *), hive Stage Attached Detached
mind, scent, tremorsense (60 ft.), immune to Princess N/A 6
acid, cold, gas, vacuum, electricity and mind- Immature 3 6
altering effects, fast healing 1, detachment, DR * New Queen 5 7
/fire. Established 6 8
Damage reduction and energy resistance Mature 7 9
varies with the age of the Queen: Princess 5, Queen Mother 8 10
Immature 7, New Queen 10, Established 13,
Mature 16, Mother 20. ADVANCEMENT
Stage Attached Detached
Organization: Princess Hive (1 princess or
4-6 HD
immature, 1 Queen of Established or older, / Princess N/A
(Medium)
Immature 3d8 x10 praetorians, 6d8 drones,
10-14 HD 6-8 HD
10d20 eggs); New Queen – Procession (1 New Immature
(Large) (Medium)
Queen, 2d6 praetorians, 2d6 drones) New Hive
9-11 HD
(1 New Queen, 3d6 praetorians, 3d6 drones, New Queen 15-19 HD (Huge)
2d8 eggs); Established Queen – Hive (Medium)
(Established Queen, 10d6 praetorians, 5d8 20-24 HD 12-14 HD
Established
drones, 10d20 eggs); Mature Queen – Hive (Gargantuan) (Large)
(Mature Queen, 10d8 praetorians, 5d10 drones, 25-39 HD 15-17 HD
Mature
20d20 eggs); “Queen Mother” – Hive (Queen (Colossal) (Huge)
Mother, 10d10 praetorians, 5d12 drones, Queen 40 + HD 18 + HD
Mother (Colossal) (Huge)

ATTACKS AND DAMAGE

Stage Claws Damage Bite Damage Tail Damage


2d4+4 2d4+4 1d8+4
Princess +5 melee +4 melee +3 melee
(20x2) (19-20x2) (19-20x2)
1d10+6 2d4+6 1d8+6
Immature +7 melee +6 melee +5 melee
(20x2) (19-20x2) (19-20x2)
1d12+8 2d4+8 1d8+8
New Queen +11 melee +10 melee +9 melee
(20x2) (19-20x2) (19-20x2)
2d6+11 2d6+11 2d6+11
Established +13 melee +12 melee +11 melee
(20x2) (19-20x2) (19-20x2)
2d8+12 2d8+12 2d8+12
Mature +14 melee +13 melee +12 melee
(20x2) (19-20x2) (19-20x2)
2d8+13 4d8+13 4d6+13
Queen Mother +15 melee +14 melee +13 melee
(20x2) (19-20x2) (19-20x2)

104 – Aliens: Game Over


FACE AND REACH/SPECIAL

Stage Detached Attached Rend

Face Reach Face Reach Damage

Princess 5 ft. x 5 ft. 5 ft. -- -- 2d6+6

Immature 5 ft. x 5 ft. 5 ft. 5 ft. x 10 ft. 5 ft. 2d6+9

New Queen 5 ft. x 5 ft. 5 ft. 5 ft. x 20 ft. 5 ft. 2d6+12

Established 10 ft. x 10 ft. 10 ft. 10 ft. x 40 ft. 10 ft. 2d8+16

Mature 15 ft.x15 ft. 15 ft. 15 ft. x 60 ft. 15 ft. 4d6+18

Queen Mother 15 ft. x 15 ft. 15 ft. 15 ft. x 80 ft. 15 ft. 4d8+19

SKILLS (ATTACHED/UNATTACHED)
Escape
Stage Balance Diplomacy Hide Intimidate Jump Listen Move Silently Search Spot
Artist
N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
Princess
+2 -2 +2 +15 +11 +4 +0 +14 -1 +0
+2 +0 +1 +23 +13 N/A +0 +14 +0 +0
Immature
+2 +0 +2 +15 +13 +6 +0 +14 +0 +0
+2 +4 +0 +21 +14 N/A +0 +14 +1 +3
New Queen
+0 +4 +2 +15 +14 +10 +0 +14 +1 +3
+1 +9 -1 +19 +15 N/A +1 +13 +2 +7
Established
-1 +9 +1 +13 +15 +12 +1 +13 +2 +7
+0 +13 -1 +18 +16 N/A +5 +12 +3 +8
Mature
-1 +13 +0 +11 +16 +12 +5 +12 +3 +8
+0 +17 -1 +18 +20 N/A +7 +12 +5 +10
Queen Mother
-1 +17 +0 +11 +20 +13 +7 +12 +5 +10
Above includes racial bonuses of +10 to Hide, +10 to Intimidate, +10 to Move Silently. +10 to Hide
inside Lair included for attached, not for unattached
PSIONIC ABILITIES WITH DC
Stage Lvl E LM De GTP BL PC S LD ML Do GPC NM
Immature 4 8 - 12 12 12 13 13 - - - - -
New Queen 7 12 8 16 16 16 17 17 - - - - -
Established 10 18 11 19 19 19 20 20 21 21 - - -
Mature 14 24 15 24 24 24 25 25 26 26 - - -
Queen Mother 20 36 21 31 31 31 32 32 33 33 34 34 34

FEATS ADDED PER STAGE


Feat Stage
Princess Multiattack, Two-Weapon Fighting
Immature ---
New Queen Alertness
Established Skill Focus (Diplomacy)
Mature ---
Queen Mother Skill focus (Intimidate)

Aliens: Game Over - 105


UNATTACHED STATISTICS
Acidic Fearful SR
Attack Fort Ref Will
Stage Size Hit Dice (HP) Defense Spittle Presence Mental /
Bonus Save Save Save
(DC) DC Normal
16 (+2
Princess M 4d8+8 (30) Dex, +4 +5 +6 +7 +5 1d6 (12) 15 22 / 18
Nat)
18
Immature M 6d8+18 (51) (+2 Dex, +7 +9 +9 +7 2d6 (14) 17 23 / 19
+6 Nat)
21
New Queen M 9d8+45 (94) (+2 Dex, +11 +12 +12 +10 3d6 (16) 19 24 / 20
+9 Nat)
23
(-1 Size,
Established L 12d8+84 (150) +13 +15 +13 +14 5d6 (18) 21 26 / 22
+1 Dex,
+13 Nat)
25
Mature H 15d8+120 (202) (-2 Size, +14 +18 +14 +18 8d6 (20) 23 28 / 24
+17 Nat)
29
Queen 12d6
H 18d8+162(261) (-2 Size, +15 +20 +16 +22 25 30 / 26
Mother (22)
+21 Nat)

UNATTACHED STATISTICS
Special
Stage Speed Str Dex Con Int Wis Cha
Abilities
60 ft. on any solid
Princess 18 15 14 8 10 6 Psi lvl 2, 5 PP
surface, 50 ft. swim
60 ft. on any solid
Immature 22 15 17 10 10 6 Psi lvl 4, 8 PP
surface, 50 ft. swim
New 60 ft. on any solid Psi Lvl 7, 12
26 14 20 12 10 8
Queen surface, 50 ft. swim PP
Establish 50 ft., 30 ft. climb, 40 ft. Psi lvl 10, 18
32 12 24 14 12 8
ed swim PP
50 ft., 30 ft. climb, 40 ft. Psi lvl 14, 24
Mature 34 10 26 16 14 10
swim PP
Queen 50 ft., 30 ft. climb, 40 ft. Psi lvl 20, 36
36 10 28 18 16 12
Mother swim PP

ATTACHED STATISTICS
Acidic Fearful SR
Hit Dice (HP) Attack Fort Ref Will
Stage Size Defense Spittle Presence Mental /
Total Bonus Save Save Save
(DC) DC Normal
16
Immature L 7d8+28 (61) (-1 size, +1 +7 +11 +7 +7 2d6 (14) 17 23 / 19
Dex, +6 Nat)
17
New Queen H 15d8+90 (172) (-2 size, +9 +11 +12 +10 +10 3d6 (16) 19 24 / 20
Nat)
18
20d8+180
Established G (-4 Size, -1 +13 +19 +10 +14 5d6 (18) 21 26 / 22
(290)
Dex, +13 Nat)
18
25d8+250
Mature C (-8 size,-1 +14 +21 +10 +18 8d6 (20) 23 28 / 24
(387)
Dex, +17 Nat)
22
Queen 40d8+480 12d6
C (-8 Size,-1 +15 +23 +12 +22 25 30 / 26
Mother (700) (22)
Dex, +21 Nat)

106 – Aliens: Game Over


ATTACHED STATISTICS
Egg sac Egg Production
Str Dex Con Int Wis Cha Special Abilities
Stage HPs (avg) Per Day
Immature 44 22 12 18 10 10 6 Psi lvl 4, 8 PP 0
New Queen 78 26 10 22 12 10 8 Psi Lvl 7, 12 PP; 1d4
Established 140 32 8 28 14 12 8 Psi lvl 10, 18 PP; 1d6
Mature 185 34 8 30 16 14 10 Psi lvl 14, 24 PP; 1d10
Queen Mother 439 36 8 34 18 16 12 Psi lvl 20, 36 PP; 2d10

Leader and mother of the hive, the Alien attached) and loses 10 feet of speed per HD of
Queen has three duties which empowers the growth while attached. With the approach of the
hive. First she lays eggs to provide the hive with end of this stage she cannot move at all without
further drones, praetorians, and the occasional assistance. She is the prisoner of the egg sac.
new queen to spread the influence and power of At this stage her mental abilities begin and she
her species. She also guides and coordinates can begin to use her highly acidic spittle as a
the actions of the hive, making the drones and spray to help defend herself in her less mobile
praetorians much more efficient. Then third, she state. Adding one to four HD per day of growth,
uses her significant psionic abilities to draw prey she is soon to the next stage and ready to found
to the hive, calling them as they sleep from a her own colony.
wide area.
She is now a New Queen, immobile but now
Starting as a facehugger within one of the served by drones and praetorians given to her
leathery eggs, like any other of her kind, her life as a “dowry” of sorts by her mother. Carried by
becomes different from the others of her kind as her new entourage to the already scouted site of
her gestation inside the host is longer than that her new hive, she now settles down to her duty
of drones or praetorians, six to seven days as to her eggs. By this time, she can lay eggs at
opposed to two days for the “lesser” creatures. the rate of two to four a day. Her mental abilities
When initially infesting a new planet, Alien are increasing and she can now call prey to her
queens can delay their chestbursting. All and her hive. Her growth is still fast, about ½
implanted eggs will be Queens to ensure HD per day, as always varying with
maximum infection. environmental factors.
After the maturation of the embryo, the The next stages of growth, Established and
chestburster makes its appearance with usual Mature, feature the slowing of her growth as
consequences to the. This chestburster is a more and more of her energy is dedicated to
little different in appearance than the ones that egg production. Her abilities increase and she is
grow into drones or praetorians, having usable a force to be reckoned with. Finally as a Mature
arms and bring a little smaller, but for game Queen, she can produce her own princesses
purposes, the queen-to-be can use the same and spread her kind’s power even more widely.
statistics for the chestburster given. She now She lays more and more eggs and her growth
spends the next few days to week or so in the slows to almost nothing as she fulfils her
form of a growing, evolving chestburster until potential. This can take a year or more for each
she matures into the Princess stage. of these stages.
As a Princess, she is treated as royalty. Any If she lives long enough, she may become
Alien will obey her as they do the Queen, unless the Queen Mother. There can be only one
ordered otherwise by the Queen. If alone, she Queen Mother. Should the existing Queen
can hunt for prey herself better than a drone and Mother die, all the other mature Queens
in fact as well or better than a praetorian, though instinctually know and will telepathically choose
she is not as tough as the bred fighters initially. a new one among them to fill this role. Only in
Progression through the Princess stage will take this way can one slow the egg production to the
from between one to up to seven days per hit point that growth to this stage becomes
die to grow into the Immature stage when possible. Upon reaching the required size and
growth of her egg sac begins. abilities, she once again becomes an egg
machine, gaining further size very slowly,
Almost all (¾) growth at the Immature stage
perhaps one HD per year.
goes into her egg sac. She loses her mobility as
the egg sac grows (cannot run and no longer COMBAT
has freedom or motion on non-floor surfaces if
Aliens: Game Over - 107
If the Queen has to fight, the hive is in Detachment (Ex): If her egg sac is seriously
trouble. The Queen will do whatever it takes to threatened, or if the situation demands it, the
beat off the attacker, including sacrificing herself Queen may sacrifice herself by detaching
by disconnecting herself of her egg sac and herself from her egg sac. This transforms her
joining the fight physically. She will order her into the “detached” form but she will die within
eggs to disgorge a horde of facehuggers to 2d4 days after detachment due to trauma
overwhelm the foes with their acid (if they can suffered in the process. The detachment
“take” the foes, so much the better). A Queen process takes 1d4-1 rounds to complete. During
tied to her egg sac is at a severe disadvantage this time treat her as stunned, she cannot attack,
in combat. Her mobility is almost nil; she may cannot defend herself and her Dexterity bonus
adjust her body only by five feet per round from becomes –3.
side to side; the egg sac is immobile. She may
Rage (Ex): After detachment, the Queen
use her attacks on any foe that gets within
goes into a frothing rage. She gains +4 to
reach, but while attached but her tail attack
Strength, +4 to Constitution, and –2 to Armor
cannot be used. The Queen can use her claws,
Class. This rage lasts for 1 minute per detached
bite, spittle and mental attacks however.
HD of the Queen. The Queen cannot end her
Because the Queen is immobile, any attack
rage voluntarily. While raging, the Queen loses
upon her gives the attacker the advantage of
her mental attacks and her spittle damage is
selecting to attack either the Queen herself or
doubled. Note the detached Queen takes any
her exposed egg sac, at their option. Treat the
damage her main body has taken while attached
Queen’s main body as detached for armor class
(if any) with her into the detached form. After
and hit point purposes. The Queen dies if her
detachment, her body has a reserve egg sac
main body is killed, even if the egg sac still has
containing 2d3 of the “emergency” eggs (see
hit points. Note, however that her healing is
eggs for details). This allows her the last chance
much faster when attached. This makes
to try to establish a new colony before she dies.
“killing” the egg sac desirable, especially given
its vulnerability. Mental Abilities (Su): See the Psionic
Abilities chart for list of abilities and power points
Acidic Spittle (Ex): In combat the queen
by stage. These abilities are usable only when
may spray a cone of her acidic spittle as an
“attached”. Other than the use of these psionic
attack. The specifics of the cone vary by stage
abilities, treat the Queen as a non-psion.
as follows:
Cone Size
Rend (Ex): If both claws hit, the great
Stage Frequency Length Damage
Save strength of the Queen can be used to try to pull
DC
/ Width the victim apart. See the Face and Reach /
Princess 3d6 rnds 30 ft./10 ft. 4d6 16 Special table for damage automatically inflicted.
Immature 2d8 rnds 30 ft./10 ft. 6d6 18
Royal Jelly (Ex): Scientists are just now
New
2d6 rnds 40 ft./10 ft. 8d6 20 investigating the properties of the potent jelly
Queen
Established 2d4 rnds 50 ft./20 ft. 10d6 24 contained in the egg sac of a Mature Queen.
Mature 1d6 rnds 60 ft./20 ft. 12d6 26
Even in its raw form it is a powerful, yet
unpredictable substance. When purified and
Queen
Mother
1d4 rnds 70 ft./30 ft. 15d6 28 processed properly, it can be used to produce
powerful concoctions. But it carries a danger
along with the power. When eaten, a character
Alien Bite (Ex): If the Queen hits with both must make a Fortitude save (DC 15) to use the
claw attacks, the she may make a special bite, following table otherwise treat as Dark Reaver
using her “inner mandibles”. This attack is Poison (2d6 Con / 1d6 Con, 1d6 Str) with an
instead of the regular bite and allows a Reflex initial failure on save.
save (DC 15). This attack does damage given
below: If the save is made, roll for each of the
following benefits and penalties.
Stage Damage
Princess 3d6+4
Immature 3d6+6
New Queen 3d6+8
Established 4d6+11
Mature 4d8+12
Queen Mother 8d8+13

108 – Aliens: Game Over


If the Fortitude save succeeds, in addition to
Benefits Penalties the effects above, a Will save must be made. If
Lose 1 Str per hour for 1d8 this save is made, all is well. If this save fails,
Added 1d8-2 Str whatever action the character makes next will be
hours
Added 1d6-2 Dex
Lose 1 Dex per hour for repeated exactly until the royal jelly wears off
1d6 hours when the character’s stats return to normal.
Lose 1 Con per hour for
Added 1d8-2 Con
1d8 hours Psionic effects rolled as a minor Dorjes but
Lose 1 Wis per hour for on a roll of 100, make that roll on the medium
Added 1d6-2 Wis
1d6 hours
Lose 1 Int per hour for 1d6
column. If an additional 100 is rolled, make the
Added 1d6-2 Int roll on the Major column.
hours
Added 1d6-2 Natural Armor Lose 1d6 Cha for 1d8
for 1d6 hours hours after benefit elapses
This gives a single use of that power.
Added 1d4-2 Psionic Effects Lose 1d6 Int for 1d6 hours Assume caster level of ((Character level / 2) +
for 1d6 hours after benefit elapses Wisdom bonus)
Added 1d4-2 points of FAST Lose 2d6 HP for 1d6 hours
HEALING for 1d12 hours after benefit elapses There are 1d6 doses per hp of the egg sac.
Skills: Racial bonus of +10 to hide and move
An adjusted roll of <1 means that effect is not silently (included above). Additional Racial
gained but penalties still may take effect. All bonus of +10 to hide within it's own hive (not
stats go back to normal beginning in 1d12+12 included above)
hours at rate of 1 per hour. Each time the jelly is
used after the first, the user receives a +1 to the
Fortitude save.

Aliens: Game Over - 109


Alien Hybrid Template
It is believed that Alien DNA is sometimes • Damage: Alien hybrids have bite, tail,
affected by the characteristics of its host. This and claw attacks. If the base creature
explains the dog-like Alien on Fiorina 161, which does not have these attack forms, use
had no back spines and ran on all fours. There the damage values in the table below.
are rumors of even more bizarre Aliens, from Otherwise, use the values below or the
armless snake-like Aliens to completely base creature’s damage values,
quadrupedal versions. With the dizzying variety whichever are greater.
of life found on other worlds, the combinations
are endless. Size
Claw Bite Tail
Damage Damage Damage
Note the “Host” creature is destroyed in Fine 1d2 1 1
creation of an Alien, but may modify the final Diminutive 1d3 1d2 1d2
Alien form slightly. For creatures other than Tiny 1d4 1d3 1d3
Small 1d6 1d4 1d4
Humans used as “base” for Aliens: Medium 2d4 1d6 1d6
Base creature must be Animal or Humanoid. Large 1d10 2d4 1d8
Huge 1d12 2d6 2d6
Base creature must be size Small or larger. Gargantuan 2d6 2d8 2d8
Alien starting-size will be same as base creature Colossal 2d8 4d8 4d6
(as adult – Aliens start as Diminutive and grow
quickly to full size) then may advance in size by • Special Attacks: Acid blood, breath
hit-dice up to two size-categories. weapon (3d6), fear attraction, frightful
No matter its form, an Alien is hideous to presence, improved grab, poison,
behold, having the smooth Alien head, a black pounce, tongue strike, trip, web.
carapace, and the extended tongue. • Special Qualities: Blindsight (60 ft.),
climb, DR 5/fire, energy resistance (cold
CREATING AN ALIEN HYBRID 5, electrical 5), fast healing 1, hive mind,
“Alien Hybrid” is an inherited template that immune to energy (acid, gas, vacuum,
can be added to any living, corporeal creature. and mind-altering effects), psychic
An Alien uses all the base creature’s statistics vulnerability, scent, sense fear,
and special abilities except as noted here. tremorsense (60 ft.).
• Abilities: Increase from the base
• Size and Type: The creature’s type creature as follows: Str +4, Dex +4, Con
changes to outsider. Do not recalculate +4, Int -2, Wis +2, Cha -4.
Hit Dice, base attack bonus, or saves. • Skills: An Alien hybrid gains skill points
Size is unchanged. as an outsider and has skill points equal
• Speed: Increase speed of creature by to (8 + Int modifier) x (HD + 3). Treat
10 ft. A flying creature loses 10 ft. of skills from the base creature’s list as
movement and decreases in class skills, and other skills as cross-
maneuverability by one class. class.
• Armor Class: Natural armor improves • Challenge Rating: HD 4 or less, as
by +6 (this stacks with any natural armor base creature +1; HD 5 to 10, as base
bonus the base creature has). creature +2; HD 11 or more, as base
• Attack: An Alien hybrid has two claw creature +3.
attacks, a tail, and a bite attack, and the • Allegiance: Always to the nearest Alien
claws are the primary natural weapon. Queen.
• Full Attack: An Alien hybrid uses both • Level Adjustment: +4.
claws, its tail, and its bite when making
a full attack.

110 – Aliens: Game Over


Alien Hybrid, Ape
Medium-size Outsider Abilities: Str 25, Dex 19, Con 18, Int 1, Wis 14,
Hit Dice: 4d8+19 (37 hp) Cha 3
Initiative: +4 (+4 Dex) Skills: Climb +14, Listen +6, Spot +6
Speed: 40 ft., climb 40 ft. Feats: Alertness, Toughness
Defense: 23 (+4 Dex, +9 natural) Challenge Rating: 9
Attacks: Bite +11 melee, 2 claws +6 melee, tail Source: Alien Toys
+6 melee
Damage: Bite 2d4+7, claw 1d10+3, tail 1d8+3 Aliens ultimately implanted the ape-like
and Poison beings that inhabit a jungle planet, known only
Face/Reach: 5 ft by 5 ft/5 ft as Zeevan. Ape hybrids live in hives of 51
Special Attacks: Acid blood, breath weapon drones, with one Queen who lays approximately
(3d6), fear attraction, frightful presence, highly 36 eggs.
acidic, improved grab, poison, pounce, tongue
COMBAT
strike, trip, web
Special Qualities: Blindsight (60 ft.), climb, DR Ape hybrids swing from treetops and enjoy
5/fire, energy resistance (cold 5, electrical 5), crushing enemies with their claws.
fast healing 1, hive mind, immune to energy
Highly Acidic (Ex): Ape hybrids have
(acid, gas, vacuum, and mind-altering effects),
particularly acidic blood. Double any damage
psychic vulnerability, scent, sense fear,
tremorsense (60 ft.). inflicted from acid blood.
Saves: Fort +8, Ref +8, Will +6
Alien Hybrid, Arachnid
Large Outsider Challenge Rating: 8
Hit Dice: 4d8+12 (30 hp) Source: Alien Toys
Initiative: +5 (+5 Dex)
Speed: 30 ft., climb 20 ft. Uneducated colonists, who took this Alien
Defense: 22 (+5 Dex, -1 size, +8 natural) hybrid to be some form of giant spider, named
Attacks: Bite +7 melee, 2 claws +2 melee arachnid hybrids inaccurately. They do "spin"
Damage: Bite 2d4+4, claw 1d10+2 resin like webs from their lower carapace, but
Face/Reach: 5 ft by 5 ft/10 ft the arachnid comparison stops there. It has only
Special Attacks: Acid blood, breath weapon three pairs of limbs. The two forelimbs are little
(3d6), fear attraction, frightful presence, more than spiked pincers, incapable of any fine
improved grab, pounce, tongue strike, web manipulation.
Special Qualities: Blindsight (60 ft.), climb, DR
COMBAT
5/fire, energy resistance (cold 5, electrical 5),
fast healing 1, hive mind, immune to energy Arachnid hybrids are hive-bound, never
(acid, gas, vacuum, and mind-altering effects), leaving the darkness of the hive if they can help
psychic vulnerability, scent, sense fear, it. They specialize in pouncing on opponents
tremorsense (60 ft.) that enter the hive and act primarily as guards.
Saves: Fort +7, Ref +9, Will +5
Skills: +8 racial bonus on Hide and Move
Abilities: Str 19, Dex 21, Con 16, Int 8, Wis 12,
Cha 2 Silently checks when using their resin.
Skills: Climb +11, Hide +3*, Jump +2*, Spot +4*

Aliens: Game Over - 111


Alien Hybrid, Bull
Large Outsider Source: Alien Toys
Hit Dice: 3d8+15 (28 hp)
Initiative: +7 (+7 Dex) Spawned on an Earth-like world known only
Speed: 40 ft. as TerraForm 3, this bizarre Alien hybrid is a
Defense: 26 (+7 Dex, -1 size, +10 natural) quadruped. They appear as crouched Aliens
Attacks: Bite +5 melee, 2 claws +5 melee, tail with horns jutting out of their heads. Bull hybrids
+5 melee, gore +10 melee live in hives of 81 drones, with one Queen who
Damage: Bite 2d4+4, claw 1d10+4, tail 1d8+4 lays approximately 57 eggs.
and Poison, gore 1d8+8
COMBAT
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Acid blood, breath weapon Bull hybrids lead off by charging and then
(3d6), fear attraction, frightful presence, use claw attacks on opponents they overrun.
improved grab, poison, pounce, tongue strike,
Powerful Charge (Ex): A bull hybrid typically
trip, web.
Special Qualities: Blindsight (60 ft.), climb, DR begins a battle by charging at an opponent,
lowering its head to bring its mighty horns into
5/fire, energy resistance (cold 5, electrical 5),
play. In addition to the normal benefits and
fast healing 1, hive mind, immune to energy
hazards of a charge, this allows the beast to
(acid, gas, vacuum, and mind-altering effects),
make a single gore attack with a +9 attack
scent, sense fear, tremorsense (60 ft.), fire
vulnerability. bonus that deals 2d6+16 points of damage.
Saves: Fort +8, Ref +10, Will +4 Fire Vulnerability (Ex): Bull hybrids take half
Abilities: Str 26, Dex 24, Con 20, Int 2, Wis 13, again as much (+50%) damage as normal from
Cha 3 any fire effect, regardless of whether a saving
Skills: Listen +7, Spot +5 throw is allowed, or if the save is a success or
Feats: Alertness, Endurance failure.
Challenge Rating: 10
Alien Hybrid, Dog
Medium-size Outsider tremorsense (60 ft.)
Hit Dice: 3d8+12 (25 hp) Saves: Fort +7, Ref +7, Will +5
Initiative: +4 (+4 Dex) Abilities: Str 19, Dex 19, Con 19, Int 2, Wis 14,
Speed: 40 ft. Cha 6
Defense: 24 (+4 Dex, +10 natural) Skills: Jump +8, Listen +5, Spot +5, Swim +3,
Attacks: Bite +7 melee, 2 claws +2 melee, tail Survival +1*
+2 melee Feats: Alertness, Track
Damage: Bite 1d6+4, claw 2d4+2, tail 1d6+2 Challenge Rating: 9
and poison Source: Alien 3
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Acid blood, breath weapon Dog hybrids are much more common than
(3d6), fear attraction, frightful presence, other hybrids because dogs followed man into
improved grab, poison, pounce, tongue strike, space. They lack the ability to produce resin
trip because they have no tubes on their backs.
Special Qualities: Blindsight (60 ft.), climb, DR
COMBAT
5/fire, energy resistance (cold 5, electrical 5),
fast healing 1, hive mind, immune to energy Dog hybrids are not particularly intelligent,
(acid, gas, vacuum, and mind-altering effects), but they are very cunning.
psychic vulnerability, scent, sense fear,

112 – Aliens: Game Over


Alien Hybrid, Killer Crab
Large Outsider also have two "normal" Alien limbs. As if that
Hit Dice: 5d8+20 (42 hp) weren't enough, killer crab hybrids carry
Initiative: +2 (+2 Dex) chestbursters within them and are capable of
Speed: 50 ft. ejecting them at a distance. The carapace is a
Defense: 24 (+2 Dex, -1 size, +13 natural) dark black with a bright red underbelly.
Attacks: Bite +5 melee, 2 claws +10 melee, tail
COMBAT
+5 melee, 2 pincers +5 melee
Damage: Bite 1d10+3, claw 2d4+6, tail 1d8+3, Killer crab hybrids are overaggressive,
pincer 1d6+3 attacking everything in sight. They are believed
Face/Reach: 5 ft by 5 ft/10 ft to be a short-lived hybrid species because they
Special Attacks: Acid blood, breath weapon carry two chestbursters within them. When a
(3d6), fear attraction, frightful presence, killer crab hybrid nears death, it will launch its
improved grab, pounce, tongue strike, trip, web, chestbursters at a target in the hopes of
constrict, launch chestburster providing fresh meat for the newborns. Of
Special Qualities: Blindsight (60 ft.), climb, DR course, the corpse of the killer crab hybrid will
5/fire, energy resistance (cold 5, electrical 5), also serve as a suitable substitute.
fast healing 1, hive mind, immune to energy
Improved Grab (Ex): When a killer crab
(acid, gas, vacuum, and mind-altering effects),
hybrid hits with its claws or tail, it attempts to
psychic vulnerability, scent, sense fear,
tremorsense (60 ft.). start a grapple as a free action without provoking
Saves: Fort +8, Ref +6, Will +5 an attack of opportunity. If it gets a hold, it can
Abilities: Str 23, Dex 14, Con 18, Int 8, Wis 12, constrict.
Cha 2 Constrict (Ex): A killer crab hybrid deals
Skills: Climb +8, Hide +0, Spot +4 1d6+2 on a successful grapple check, in addition
Challenge Rating: 11 to normal pincer damage.
Source: Alien Toys
Launch Chestburster (Ex): In a bizarre
The being that mixed DNA with an Alien that nurse-like fashion, killer crab hybrids gestate two
ultimately spawned the killer crab hybrid is other chestbursters upon reaching adulthood.
currently catalogued, but it must have been They are stored in the upper carapace of the
something truly nasty. Killer crab hybrids walk killer crab hybrid until it deems death is near (at
on four legs and have two additional arms tipped least half hit points), whereupon it will "launch"
with pincers. They also lack the typical stinger them at targets. The two chestbursters are
associated with Aliens and instead have a pincer allowed to make two separate melee attacks as
atop their long, sinewy tail. Killer crab hybrids they make the leap, up to 30 feet away.

Alien Hybrid, Mantis


Large Outsider Cha 7
Hit Dice: 4d8+16 (34 hp) Skills: Hide –1*, Spot +6
Initiative: +1 (+1 Dex) Challenge Rating: 8
Speed: 20 ft. Source: Alien Toys
Defense: 22 (+1 Dex, -1 size, +12 natural)
Attacks: Bite +4 melee, 2 claws +9 melee This large, lumbering Alien hybrid is most
Damage: Bite 2d4+3, claw 1d10+6 notable for its dark green coloring. Its coloring is
Face/Reach: 5 ft by 5 ft/10 ft so dark that it almost appears black. It does not
Special Attacks: Acid blood, breath weapon have the usual poisonous tail.
(3d6), fear attraction, frightful presence,
COMBAT
improved grab, pounce, tongue strike, web
Special Qualities: Blindsight (60 ft.), DR 5/fire, Mantis hybrids are not active hunters.
energy resistance (cold 5, electrical 5), fast Rather, they stand very still, waiting for prey to
healing 1, hive mind, immune to energy (acid, pass by.
gas, vacuum, and mind-altering effects), psychic
Skills: Because of its camouflage, the Hide
vulnerability, scent, sense fear, tremorsense (60
ft.) bonus increases to +12 when a mantis hybrid is
Saves: Fort +8, Ref +5, Will +7 surrounded by foliage.
Abilities: Str 23, Dex 12, Con 19, Int 8, Wis 16,

Aliens: Game Over - 113


Alien Hybrid, Night Cougar
Medium-size Outsider
Hit Dice: 3d8+12 (25 hp) Spawned on a planet where cougar-like
Initiative: +6 (+6 Dex) beasts roamed wild, this ferocious predator
Speed: 40 ft., climb 20 ft. combines the most dangerous traits of Aliens
Defense: 23 (+6 Dex, +7 natural) with the killing skills of a great cat. It appears as
Attacks: Bite +8 melee, 2 claws +3 melee a jet black Alien on all fours with bright red
Damage: Bite 1d6+5, claw 2d4+2 markings on its legs and arms. There is another
Face/Reach: 5 ft by 5 ft/5 ft cat-like hybrid that is sand colored in
Special Attacks: Acid blood, breath weapon appearance and known as a panther hybrid. It
(3d6), fear attraction, frightful presence, is otherwise identical to the night cougar.
improved grab, launch facehugger, poison,
COMBAT
pounce, tongue strike, trip
Special Qualities: Blindsight (60 ft.), climb, DR The speed and stealth that make cougars so
5/fire, energy resistance (cold 5, electrical 5), dangerous makes a night cougar even more
fast healing 1, hive mind, immune to energy frightening. Its most disturbing attack is the
(acid, gas, vacuum, and mind-altering effects), facehugger it carries on its back.
psychic vulnerability, scent, sense fear,
Launch Facehugger (Ex): In a bizarre
tremorsense (60 ft.).
Saves: Fort +7, Ref +9, Will +5 nurse-like fashion, a night cougar "delivers" a
Abilities: Str 20, Dex 23, Con 19, Int 2, Wis 14, facehugger to its prey. The facehugger rides the
Cha 2 back of the night cougar until it incapacitates a
Skills: Balance +12, Climb +11, Hide +8*, Jump host, whereupon it launches the facehugger.
The facehugger makes a separate melee attack
+11, Listen +6, Move Silently +8, Spot +6
Feats: Alertness, Weapon Finesse it leaps, up to 30 feet away. Upon launching its
Challenge Rating: 9 facehugger, the night cougar dies 1d4 rounds
Source: Alien Toys later.

Alien Hybrid, Rhino


Large Outsider Challenge Rating: 11
Hit Dice: 8d8+56 (92 hp) Source: Alien Toys
Initiative: +2 (+2 Dex)
Speed: 30 ft Rhino hybrids are created from rhynth, rhino-
Defense: 17 (+2 Dex, -1 size, +6 natural) like herbivores native to the planet Ryushi.
Attacks: Bite +17 melee, gore +17 melee Rhynth are large quadrupeds that have two
Damage: Bite 2d4+10, gore 2d6+10 horns on their snout, travel in herds, and are
Face/Reach: 5 ft by 5 ft/10 ft domesticated just like cows. Rhino hybrids are
Special Attacks: Acid blood, breath weapon similar in appearance, although their heads have
(3d6), fear attraction, frightful presence, tongue the typical Alien appearance. They do not
strike, web. possess tails and walk on all fours, which make
Special Qualities: Blindsight (60 ft.), DR 5/fire, rhino hybrids slightly less deadly than their
energy resistance (cold 5, electrical 5), fast humanoid counterparts.
healing 1, hive mind, immune to energy (acid,
COMBAT
gas, vacuum, and mind-altering effects), psychic
vulnerability, scent, sense fear, tremorsense (60 Powerful Charge (Ex): A rhino hybrid
ft.). typically begins a battle by charging at an
Saves: Fort +13, Ref +8, Will +8 opponent, lowering its head to bring its mighty
Abilities: Str 30, Dex 14, Con 25, Int 2, Wis 15, horns into play. In addition to the normal benefits
Cha 2 and hazards of a charge, this allows the beast to
Skills: Listen +14, Spot +3 make a single gore attack with a +9 attack
Feats: Alertness, Endurance, Improved Natural bonus that deals 4d6+20 points of damage.
Attack (gore)

114 – Aliens: Game Over


Alien Hybrid, Scorpion
Large Outsider +0, Move Silently +15*, Search –1, Spot +2
Hit Dice: 5d8+20 (42 hp) Feats: Improved Initiative, Multiattack
Initiative: +7 (+3 Dex, +4 Improved Initiative) Challenge Rating: 10
Speed: 60 ft., climb 60 ft., swim 40 ft. Source: Alien Toys
Defense: 21 (+3 Dex, -1 size, +9 natural)
Attacks: Bite +8 melee, 2 claws +10 melee, tail Contrary to what their name might imply,
+8 melee these Alien hybrids are not from scorpion stock.
Damage: Bite 1d8+3, claw 1d6+6, tail 1d8+3 Rather, they are highly poisonous Aliens who
and poison have a deadly stinger that usually ends up killing
Face/Reach: 5 ft by 5 ft/10 ft prey rather than paralyzing it. They were
Special Attacks: Acid blood, breath weapon hatched on the desert planet of Tanaka 5.
(3d6), fear attraction, frightful presence, highly Scorpion hybrids live in hives of 39 drones, with
poisonous, improved grab, poison, pounce, one Queen who lays approximately 23 eggs.
spikes, tongue strike, trip, web
COMBAT
Special Qualities: Blindsight (60 ft.), climb, DR
5/fire, energy resistance (cold 5, electrical 5), Highly Poisonous (Ex): In addition to the
fast healing 1, hive mind, immune to energy usual effects of an Alien's poisonous tail, the
(acid, gas, vacuum, and mind-altering effects), target suffers 1d4 Con on the first failed save
psychic vulnerability, scent, sense fear, and then must make an additional save or lose
tremorsense (60 ft.). another 1d4 Con.
Saves: Fort +8, Ref +7, Will +4
Spikes (Ex): Scorpion hybrids are covered in
Abilities: Str 23, Dex 16, Con 18, Int 8, Wis 10,
spikes that inflict 1d4 vs. Small or 1d6 vs.
Cha 5
Skills: Balance +3, Climb +14*, Escape Artist Medium points of piercing damage on a
successful grapple attack.
+3, Hide +15*, Intimidate +9*, Jump +8, Listen
Alien Hybrid, Snake
Huge Outsider Skills: Balance +11, Climb +17, Hide +10,
Hit Dice: 11d8+36 (85 hp) Listen +9, Spot +9, Swim +16
Initiative: +5 (+5 Dex) Feats: Alertness, Endurance, Skill Focus (Hide),
Speed: 20 ft., climb 20 ft., swim 20 ft. Toughness
Defense: 23 (+5 Dex, -2 size, +10 natural) Challenge Rating: 8
Attacks: Bite +18 melee Source: Alien Toys
Damage: Bite 2d6+13
Face/Reach: 10 ft by 10 ft/15 ft Snake hybrids are sepia-colored versions of
Special Attacks: Acid blood, breath weapon the more traditional constrictor snake with a pair
(3d6), fear attraction, frightful presence, of wing-like spines that project from the sides of
improved grab, poison, pounce, tongue strike, its head to form a hood.
trip, constrict, improved grab
COMBAT
Special Qualities: Blindsight (60 ft.), climb, DR
5/fire, energy resistance (cold 5, electrical 5), Snake hybrids are stealthy and calculating.
fast healing 1, hive mind, immune to energy Although they move slower, they are much
(acid, gas, vacuum, and mind-altering effects), larger than humanoid Aliens and capable of
psychic vulnerability, scent, sense fear, getting into places where other Aliens can't.
tremorsense (60 ft.)
Constrict (Ex): A snake hybrid deals 2d6+13
Saves: Fort +10, Ref +12, Will +9
Abilities: Str 29, Dex 21, Con 17, Int 1, Wis 14, on a successful grapple check, in addition to the
grappling weapon's normal damage.
Cha 2

Aliens: Game Over - 115


Alien Hybrid, Terminator
Large Construct/Tough Hero 5/Soldier 5 These rare Alien hybrids are actually
Hit Dice: 4d10 + 5d10 + 5d10 (77 hp) advanced cybernetic organisms. Their hulking
Initiative: +1 (+1 Dex) size is augmented by Alien flesh surrounding a
Speed: 50 ft titanium chassis. They appear as big blue
Defense: 30 (+1 Dex, -1 size, +14 natural, +6 brutes with glowing red eyes, a small nose, a
class) maw full of fangs, and white claws on their
Attacks: M-27 plasma rifle +10 ranged, claw fingers and toes. They were formed by "crypto-
+18 melee Terminators," cybernetic sleeper organisms
Damage: M-27 plasma rifle 4d10, claw 1d10+10 designed to bring back the glory days of Skynet.
Face/Reach: 5 ft by 5 ft/10 ft For more information about Skynet and
Special Attacks: Fear attraction, frightful Terminators, see Terminator: Future Fate.
presence, improved grab, pounce, element
COMBAT
leech.
Special Qualities: AI module, biosynthetic At first glance, Alien hybrid Terminators
conversion, blindsight (60 ft.), climb, combat seem like mindless killing machines. In reality,
programming, DR 5/fire, enhanced dexterity, they are single-minded fighting force that is hell
enhanced strength, energy resistance (cold 5, bent on creating more of its kind to eventually
electrical 5), fast healing 1, hive mind, immune take over the universe. Alien hybrid Terminators
to energy (acid, gas, vacuum, and mind-altering are smart enough to minimize casualties, even
effects), improved visual sensors, integral laser sacrificing themselves for the good of the others.
sight, language module, motion sensors, It should be noted that despite their Alien
multiscanner, reinforced construction (10/-), physiognomy, Alien hybrid Terminators are not
telescopic vision, construct, darkvision, natural immune to acid.
armor (+6), scent, sense fear, tremorsense (60
Element Leech (Su): By touching any non-
ft.).
Saves: Fort +7, Ref +6, Will +3 organic surface for one standard action, an Alien
Abilities: Str 30, Dex 16, Con ---, Int 10, Wis 12, hybrid Terminator can drain an object of its
physical integrity and simultaneously heal itself.
Cha 4
Skills (49): Investigate +4, Knowledge (earth & This process causes 7d6 points of damage to
the object touched. The Alien hybrid Terminator
life sciences) +3, Knowledge (history) +3,
Knowledge (tactics) +3, Knowledge (technology) gains temporary hit points equal to the damage
+3, Navigate +3, Search +5, Listen +3, Sense dealt. However, it can’t gain more than the
object's current hit points +10, which is enough
Motive +3, Spot +7, Bluff +5, Disguise +5,
to destroy the object. The temporary hit points
Gather Information +2, Intimidate +7
Feats (3): Personal Firearms Proficiency, disappear 1 hour later. The Alien hybrid
Terminator can use this ability once per round.
Advanced Firearms Proficiency, Strafe
Challenge Rating: 18 Alien hybrid Terminators use this ability to great
Source: Aliens vs. Predator vs. Terminator effect on ships and space stations by absorbing
bulkheads.

116 – Aliens: Game Over


Alien Hybrid, Wild Boar
Medium-size Outsider Cha 4
Hit Dice: 3d8+18 (31 hp) Skills: Listen +7, Spot +5
Initiative: +2 (+2 Dex) Feats: Alertness, Toughness
Speed: 40 ft. Challenge Rating: 9
Defense: 24 (+2 Dex, +12 natural) Source: Alien Toys
Attacks: Bite +2 melee, 2 claws +2 melee, gore
+7 melee Wild boar hybrids are only superficially
Damage: Bite 1d6+2, claw 2d4+2, gore 1d8+4 similar to boars. They walk on all fours and do
Face/Reach: 5 ft by 5 ft/5 ft not have poisonous tails. They do, however,
Special Attacks: Acid blood, breath weapon have concealed spikes in their large heads.
(3d6), fear attraction, ferocity, frightful presence, Wild boars are jet black with red markings on
improved grab, pounce, tongue strike their head.
Special Qualities: Blindsight (60 ft.), climb, DR
COMBAT
5/fire, energy resistance (cold 5, electrical 5),
fast healing 1, hive mind, immune to energy Wild boars are ferocious combatants,
(acid, gas, vacuum, and mind-altering effects), charging headlong at opponents.
psychic vulnerability, scent, sense fear,
Ferocity (Ex): A wild boar hybrid is such a
tremorsense (60 ft.)
Saves: Fort +8, Ref +5, Will +5 tenacious combatant that it continues to fight
Abilities: Str 19, Dex 14, Con 21, Int 2, Wis 15, without penalty even while disabled or dying.

Arcturian, Queen
Large Outsider The Arcturian queen cannot move. With her
Hit Dice: 20d8+100 (190 hp) telepathic abilities, though, she can send
Initiative: +0 instructions to and get reports from any
Speed: 0 ft. Arcturian within her range. She is about 6 feet
Defense: 23 (-1 size, +14 natural) long, 4 feet high, and weighs about 5,000
Attacks: pounds.
Damage:
COMBAT
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Spell-like abilities The queen does not fight. She has no ability
Special Qualities: Fast healing 2, hive mind, to move. If necessary, a team of workers and
immunity to poison, petrification, and cold, Arcturian workers to haul her enormous bulk to
resistance to electricity 10 and fire 10, sonic where she needs to go. This sort of occurrence
vulnerability, spell resistance 30, telepathy, keen is very rare, however, and most of the time the
senses, tremorsense queen remains within her well-defended
Saves: Fort +19, Ref +12, Will +19 chambers.
Abilities: Str ---, Dex ---, Con 20, Int 20, Wis 20,
Despite her utter lack of physical activity, the
Cha 21
Skills: Appraise +28, Bluff +28, Concentration queen can use spell-like abilities to great effect
in her own defense as well as the defense of the
+28, Diplomacy +32, Disguise +5 (+7 acting),
Intimidate +30, Knowledge (any three) +28, hive.
Listen +30, Sense Motive +28, Spellcraft +28 Spell-Like Abilities: At will—calm emotions
(+30 scrolls), Spot +30, Use Magic Device +28 (DC 17), charm monster (DC 19),
(+30 scrolls) clairaudience/clairvoyance, detect chaos, detect
Feats: Alertness, Eschew Materials, Great thoughts, hold monster (DC 20), true seeing.
Fortitude, Improved Counterspell, Iron Will, item Caster level 17th. The save DCs are Charisma-
creation feat (any one), Maximize Spell, Spell based.
Focus (enchantment)
Challenge Rating: 17 Vulnerability to Sonic: Arcturians take half
Source: Aliens Adventure Game again as much (+50%) damage as normal from
any sonic effect, regardless of whether a saving
throw is allowed, or if the save is a success or
failure.

Aliens: Game Over - 117


Arcturian, Worker
Medium-size Outsider large queen that lays eggs, and raise their
Hit Dice: 4d8+8 (26 hp) young in communal nursing chambers.
Initiative: +2 (+2 Dex) Although they are warm-blooded omnivores that
Speed: 30 ft breathe atmosphere and are roughly humanoid,
Defense: 17 (+2 Dex, +5 natural) they have no eyes. Arcturians interact with
Attacks: Battleaxe +0 melee, shortspear +0 environment through sound only. Their young
ranged are amphibious and are raised in warm pools at
Damage: Battleaxe 1d8+2, shortspear 1d6 the bottom of the hive.
Face/Reach: 5 ft by 5 ft/5 ft
COMBAT
Special Qualities: Keen senses, tremorsense,
vulnerability to sonic Arcturians have a semblance of culture and
Saves: Fort +6, Ref +6, Will +6 know how to craft and use weapons. They have
Abilities: Str 15, Dex 14, Con 14, Int 6, Wis 14, been known to lay traps for colonists, even
Cha 11 collapsing shafts on intruders. They also know
Skills: Climb +10, Hide +10, Jump +14, Listen when to wait until lights are out before attacking
+8, Move Silently +10, (+3 following tracks), maximizing their advantage. Arcturians are
Tumble +12 extremely vulnerable to sound attacks and sonic
Feats: Dodge, Multiattack barriers keep them hedged in most of the time.
Challenge Rating: 2 Arcturians will defend their queen to the death.
Source: Aliens Adventure Game
Vulnerability to Sonic: Arcturians take half
again as much (+50%) damage as normal from
Native of Arcturus, Arcturians are mammal- any sonic effect, regardless of whether a saving
like creatures that have a society similar to ants: throw is allowed, or if the save is a success or
they live in underground hives, have a single failure.

118 – Aliens: Game Over


Harvester, Burrowing
Huge Outsider Burrowing harvesters are large creatures that
Hit Dice: 9d8+45 (85 hp) live deep in the crust of Tartarus. Shaped like
Initiative: -1 (-1 Dex) an armadillo, harvesters use their massive front
Speed: 40 ft., burrow 10 ft. claws and powerful snout for digging. Their
Defense: 19 (-1 Dex, -2 size, +12 natural) objective: to burrow to the surface, gorge itself
Attacks: Bite +16 melee, 2 claws +10 melee on organic matter, and store it in the burrower's
Damage: Bite 2d8+8, claw 2d6+4 gut, to be regurgitated in its lair down below.
Face/Reach: 10 ft by 10 ft/15 ft Harvesters operate in groups not dissimilar to
Special Attacks: Leap wolf packs, which makes them even more
Special Qualities: Keen senses, scent, dangerous.
tremorsense
COMBAT
Saves: Fort +11, Ref +5, Will +9
Abilities: Str 26, Dex 8, Con 20, Int 5, Wis 13, When a harvester senses something edible
Cha 6 (that is, senses movement), it breaks to the
Skills: Jump +18, Listen +9, Spot +3 surface, crest first, and begins its attack. A
Feats: Alertness, Iron Will, Track, Weapon harvester's attack is not subtle; it charges,
Focus (bite) overruns, or even rams its target.
Challenge Rating: 8
Leap (Ex): A burrower can jump into the air
Source: Aliens Adventure Game
during combat. This allows it to make four claw
attacks instead of two, each with a +15 attack
bonus, but it cannot bite.

Harvester, Carrier
Huge Outsider Source: Aliens Adventure Game
Hit Dice: 9d8+45 (85 hp)
Initiative: -1 (-1 Dex)
Similar to the burrowing harvest, carriers
Speed: 40 ft., burrow 10 ft.
have a tapered snout that only allows a rough
Defense: 19 (-1 Dex, -2 size, +12 natural)
tongue to rasp in and out – they are not
Attacks: 2 claws +10 melee
predators. They are, however, troop transports
Damage: Claw 2d6+4
of a sort, carrying in up to 12 drones that they
Face/Reach: 10 ft by 10 ft/15 ft
carry on their backs.
Special Attacks: Release drones
Special Qualities: Keen senses, scent, COMBAT
tremorsense
Saves: Fort +11, Ref +5, Will +9 Carrier harvesters are entirely defensive.
Abilities: Str 26, Dex 8, Con 20, Int 5, Wis 13, Their purpose is to defend the lair, which they
patrol regularly. Upon sensing danger, a carrier
Cha 6
Skills: Jump +18, Listen +9, Spot +3 automatically releases all of its drones at once.
Feats: Alertness, Iron Will, Track, Weapon Release Drones (Ex): A carrier has 1d12
Focus (bite) drones that it can spawn once every three
Challenge Rating: 7 weeks.

Aliens: Game Over - 119


Harvester, Drone
Medium-size Outsider COMBAT
Hit Dice: 3d8+12 (25 hp)
Upon being released from the back of a
Initiative: +4 (+4 Dex)
carrier, drones immediately bit everything that
Speed: 40 ft., climb 10 ft.
moves.
Defense: 20 (+4 Dex, +6 natural)
Attacks: Bite +8 melee (+20 grapple) Ferocity (Ex): A drone is such a tenacious
Damage: Bite 1d6+7 combatant that it continues to fight without
Face/Reach: 5 ft by 5 ft/5 ft penalty even while disabled or dying.
Special Attacks: Locking bite, constrict,
Improved Grab (Ex): When a drone hits with
improved grab, ferocity
Special Qualities: Keen senses, scent, its bite, it attempts to start a grapple as a free
action without provoking an attack of
tremorsense
Saves: Fort +6, Ref +7, Will +4 opportunity. If it gets a hold, it can constrict.
Abilities: Str 20, Dex 18, Con 17, Int 3, Wis 13, Constrict: A drone deals 1d6+2 on a
Cha 4 successful grapple check, in addition to the
Skills: Listen +7, Spot +5 grappling weapon's normal damage.
Feats: Alertness, Toughness
Challenge Rating: 2 Locking Bite (Ex): If a drone hits with a bite
Source: Aliens Adventure Game attack, it uses its powerful jaws to latch onto the
opponent’s body. The jaws actually ratchet down
and cannot be opened short of breaking the
Drones are not separate creatures, but semi- mandibles. An attached drone is effectively
sentient growths spawned from carrier grappling its prey. The drone loses its Dexterity
harvesters. Their sole purpose is to defend the bonus to Defense and has an Defense of 12, but
lair and attack smaller animals that burrowing holds on with great tenacity. Drones have a +12
harvesters cannot reach. They live for only racial bonus on grapple checks. An attached
three hours, whereupon they shrivel up and die drone can be struck with a weapon or grappled
on the spot. itself.

Lacerta Worm
Fine Outsider If this check is failed, the Lacerta worm
Hit Dice: 0.125d8 (0 hp) penetrates the victim's skin.
Initiative: +0
Burrow (Ex): A Lacerta worm secretes an
Speed: 10 ft.
anaesthetic when it bites. A burrowing worm can
Defense: 18 (+8 size)
be noticed if the victim succeeds at a Wisdom
Attacks:
check (DC 15). If successful, the victim sees
Damage:
strange rippling beneath his skin. If failed, the
Face/Reach: ½ ft by ½ ft/0 ft
creature does not notice the worms.
Special Attacks: Burrow
Special Qualities: Tremorsense A burrowing worm deals 2d6 points of
Saves: Fort +2, Ref +2, Will +2 temporary Constitution damage each round. At
Abilities: Str 2, Dex 10, Con 10, Int 10, Wis 10, Constitution 0, the victim dies. The worms then
Cha 1 look for a new host. During the first two rounds,
Skills: Jump +3, Hide +19 a burrowing Lacerta worm can be killed by
Challenge Rating: 4 applying fire to the infested skin or by cutting
Source: Alien Resurrection open the infested skin with any slashing
weapon. Either method deals 2d6 points of
damage to the victim, but kills the worms. After
Lacerta worms are native to Lacerta and
the second round, only surgery can kill the
nearly wiped out the entire colony there. They
worms as they burrow to the victim’s heart and
crawl off carrion and infest living hosts.
devour it (still dealing 2d6 points of temporary
COMBAT Constitution damage each round).
When first encountered, a Spot check (DC
15) must be made to avoid the worms entirely.

120 – Aliens: Game Over


Space Jockey
Huge Outsider encounter with a live space jockey nearly ended
Hit Dice: 10d8+30 (75 hp) with the Earth being terraformed to suit its
Initiative: +6 (+2 Dex, +4 Improved Initiative) tastes. The Earth was saved when several
Speed: 40 ft. Synthetics were sent in to distract it as nuclear
Defense: 13 (+2 Dex, -2 size, +3 natural) missiles targeted the space jockey's ship. It is
Attacks: Slam +17 melee, jockey pistol +10/+5 possible that other space jockeys exist, but
ranged certainly not in any large numbers or they would
Damage: Slam 2d6+9, jockey pistol 3d8 have already conquered the universe.
Face/Reach: 10 ft by 10 ft/15 ft
COMBAT
Special Attacks: Psionics
Special Qualities: Empathy, Alien phobia Space jockeys are immensely strong,
Saves: Fort +10, Ref +9, Will +12 capable of ripping a grown man in half with little
Abilities: Str 28, Dex 14, Con 16, Int 19, Wis effort. They are also extremely gifted psionics,
17, Cha 17 capable of tearing lesser minds apart. Armed
Skills: Bluff +8, Concentration +12, Hide +8, with advanced technology, they are terrible
Intimidate +10, Knowledge (any three) +9, Listen opponents.
+10, Move Silently +7, Spot+10.
Psionics (Sp): A space jockey can use the
Feats: Alertness, Improved Initiative, Iron Will,
following psionic powers at will, as though
Personal Weapons Proficiency th
Challenge Rating: 9 manifested by a 10 -level psion (save DC = 10
Source: Dark Horse Presents: Aliens + Psion's key ability modifier + power level):
brain lock, demoralize, domination, greater
telempathic projection, lesser domination,
Appearing as tall humanoids with elephant mindlink, lesser mindlink, suggestion, levitate.
like snouts wreathed in tentacles, these strange
Empathy (Sp): A space jockey can
beings, nicknamed "Space Jockeys," are an
ancient race. Their names are deceptive: they communicate empathically with any creature
are an extremely malevolent species bent on the within 100 feet.
destruction of Aliens and conquering the Alien Phobia (Sp): Space jockeys loathe
universe. Fortunately, space jockeys are Aliens but fear them more than anything else in
extremely rare. Only two have been the universe. A space jockey suffers a –4
encountered to date – the corpse of the pilot morale penalty to all saving throws against Alien
carrying the Alien eggs being the first. The only attacks.

Aliens: Game Over - 121


Synthetics
Synthetics come in more forms than the • Integral Laser Sight: The Synthetic has
Service Synthetic. While the Service Synthetic is various sensors and laser precision
most common, there are a wide variety of other optics mounted inside a "head" unit. The
Synthetics that exist for a variety of purposes. Synthetic receives a +1 bonus on all
ranged attack rolls.
Synthetics possess the following traits:
• Language Module: The Synthetic can
• Construct: Immune to mind-influencing
speak and write a language.
effects, poison, disease, and similar
effects. Not subject to subdual damage, • Motion Sensors: The Synthetic gets a
ability damage, energy drain, or death +2 bonus to Spot checks.
from massive damage. If a Synthetic is
wearing a disguise, more than 10 points • Multiscanner: The Synthetic has a
of damage in a single hit will reveal its Geiger counter that can detect radiation
true nature. within 500 feet, a chemical sniffer that
can analyze raw materials within 100
• Healing: Constructs cannot heal, they feet, a magnetic/spectromic array that
must be repaired. can analyze material within 100 feet, and
an electrical sensor that can identify life
• Personal Communicator: The Synthetic
forms within 100 feet.
can digitally communicate securely and
encrypted with any other Synthetic. A • Natural Armor (+2): The Synthetic has
backup laser communication system is extra armor that bestows a +2 bonus to
installed for secure line of sight Defense.
communication between units and an
alternate physical cable plug exists to link • Natural Armor (+4): The Synthetic has
two units via high-speed data cable. extra armor that bestows a +4 bonus to
Defense.
Synthetics might have some, all, or none of
the followings upgrades: • Natural Armor (+6): The Synthetic has
extra armor that bestows a +6 bonus to
• AI Module: The Synthetic can learn, Defense.
which allows it to use any skill untrained
that a living being could. • Reinforced Construction (10/-): The
Synthetic gains damage resistance of
• Biosynthetic Conversion: The 10/-.
Synthetic looks like a person with flesh
and skin. • Reinforced Construction (5/-): The
Synthetic gains damage resistance 5/-.
• Combat Programming: The Synthetic
can gain the benefits of having a class. • Sensory Recorder: The Synthetic can
store up to 100 hours of recordings for
• Darkvision: The Synthetic can see in the later reference.
dark up to 60 feet.
• Telescopic Vision: The Synthetic
• Enhanced Dexterity: The Synthetic is suffers a –1 penalty on Spot checks for
faster than usual and receives a +6 racial every 100 feet of distance instead of
bonus to Dexterity. every 10 feet.
• Enhanced Strength: The Synthetic has • Tracks: Its tracked multiple wheels give
reinforced servos and musculature to the Synthetic superior grip and
increase its strength. It receives a +6 maneuverability over loose rubble and
Strength bonus. uneven terrain. The Synthetic suffers no
• Internal Audio Sensors: The Synthetic movement penalties for poor surface
receives a +2 bonus to Listen checks. conditions.

• Improved Visual Sensors: The


Synthetic receives a +2 bonus to Search
and Spot checks.

122 – Aliens: Game Over


Synthetic, Alien
Large Construct/Fast Hero 5/Infiltrator 5 Alien Synthetics are extremely well suited for
Hit Dice: 4d10 + 4d8 + 4d8 (66 hp) combat, if only because they are modeled after
Initiative: +5 (+1 Dex, +4 Improved Initiative) terrifying killing machines. Like all Synthetics,
Speed: 30 ft Alien Synthetics cannot normally harm human
Defense: 21 (+1 Dex, -1 size, +2 natural, +9 beings. They can kill Aliens, but are usually
class) loathe doing so as it ruins their cover.
Attacks: 2 claws +15 melee, bite +10, tail +10
Tongue Strike (Ex): If an Alien Synthetic hits
Damage: Bite 1d8+5, claw 1d6+8, tail 1d8+5
with both claw attacks, the alien may make a
Face/Reach: 5 ft by 5 ft/10 ft
special bite, using its inner mandibles. This
Special Attacks: Improved grab, pounce,
attack is instead of the regular bite and allows a
tongue strike, trip, constrict, construct laser.
Reflex save (DC 15). This attack inflicts 4d6+8
Special Qualities: AI module, biosynthetic
hit points of damage. By leaving the inner
conversion, blindsight, climb, combat
“mouth” closed, subdual damage may be done
programming, construct, darkvision, DR 5/fire,
instead of regular, allowing the capture of live
energy resistance (cold 5, electricity 5),
hosts.
enhanced dexterity, enhanced strength, immune
to acid, gas, vacuum and mind-altering effects, Trip (Ex): An Alien Synthetic that hits with its
improved visual sensors, keen senses, language tail attack can attempt to trip the opponent (+3
module, motion sensors, multiscanner, scent, check modifier) as a free action without making
telescopic vision, tremorsense, pheromone a touch attack or provoking an attack of
collar opportunity. If the attempt fails, the opponent
Saves: Fort +3, Ref +9, Will +3 cannot react to trip the Alien Synthetic.
Abilities: Str 26, Dex 12, Con ---, Int 12, Wis 10,
Improved grab (Ex): To use this ability, the
Cha 8
Skills (75): Bluff +10, Disguise +15, Gather Alien Synthetic must hit with a claw attack. It
Information +2, Hide +9, Intimidate +2, can then attempt to start a grapple as a free
Investigate +4, Knowledge (earth & life action without provoking an attack of
opportunity. If it wins the grapple check, it
sciences) +3, Knowledge (history) +3,
establishes a hold and can use its tongue strike
Knowledge (tactics) +3, Knowledge (technology)
ability.
+3, Listen +3, Move Silently +9, Navigate +3,
Search +5, Sense Motive +3, Spot +7 Construct Laser (Ex): Some Alien
Feats (3): Improved Initiative, Run, Stealthy synthetics are capable of producing a small
Challenge Rating: 13 laser by carefully disassembling themselves.
Source: Aliens: Stronghold This process takes 1d4 rounds and the laser is
otherwise exactly like the light laser (q.v.). The
Alien Synthetic knows how to wield the laser and
Developed by Dr. Mayakovsky, these
can use it to good effect in combat. Aliens
Synthetics are indistinguishable from Aliens.
They are equipped with artificial pheromone modified in this fashion have the Personal
Firearms Proficiency instead of the Run feat.
secreters that make them "smell" just like Aliens.
This doesn't make them any more appealing to Pheromone Collar (Ex): All Alien synthetics
human beings, who find them incredibly are equipped with pheromone collars that last
unnerving. for six hours before requiring recharging.
COMBAT

Aliens: Game Over - 123


Synthetic, Combat
Large Construct/Tough Hero 5/Soldier 5 Skills (49): Bluff +5, Gather Information +2,
Hit Dice: 4d10 + 5d10 + 5d10 (77 hp) Intimidate +12, Investigate +4, Knowledge (earth
Initiative: +1 (+1 Dex) & life sciences) +3, Knowledge (history) +3,
Speed: 30 ft Knowledge (tactics) +3, Knowledge (technology)
Defense: 24 (+1 Dex, -1 size, +8 natural, +6 +3, Listen +3, Navigate +3, Search +5, Sense
class) Motive +3, Spot +7
Attacks: heavy phased plasma cannon +10 Feats (3): Personal Firearms Proficiency,
ranged, 40mm grenade launcher +10 ranged, Advanced Firearms Proficiency, Strafe
flamethrower +10 ranged, slam +16 melee Challenge Rating: 15
Damage: heavy phased plasma rifle 10d10, Source: Aliens: Stronghold
HEF grenade 3d6, flamethrower 3d6, slam
1d8+8 Combat Synthetics have three-ton titanium
Face/Reach: 5 ft by 5 ft/10 ft exoskeletons, are fully armored, and covered
Special Qualities: AI module, combat with a neutra-gel lined outer skin that makes
programming, enhanced dexterity, enhanced them immune to Alien blood.
strength, improved visual sensors, language
COMBAT
module, motion sensors, multiscanner,
reinforced construction (10/-), telescopic vision, Combat Synthetics are massive, lumbering
construct, darkvision, natural armor (+6), behemoths that aren't big on finesse. They
immune to acid specialize in destroying Alien hives. Like all
Saves: Fort +7, Ref +6, Will +3 Synthetics, Combat Synthetics are prohibited
Abilities: Str 26, Dex 12, Con ---, Int 12, Wis 10, from harming human beings, but have no
Cha 8 qualms about destroying other Synthetics.

124 – Aliens: Game Over


Synthetic, Sex
Large Construct/Fast Hero 5/Infiltrator Challenge Rating: 13
3/Martial Artist 2 Source: Aliens: Stronghold
Hit Dice: 4d10 + 5d8 +3d8 +2d8 (66 hp)
Initiative: +1 (+1 Dex)
Sex Synthetics, also known as "Sex Synths,"
Speed: 30 ft
are used both as personal bodyguards as well
Defense: 19 (+1 Dex, -1 size, +9 class)
as sexual companions. They are all uniformly
Attacks: M4A3 pistol +10 ranged, slam +16
beautiful women, with attributes varying
melee
according to the preference of the human males
Damage: M4A3 pistol 1d10, slam 1d8+8
they are assigned to.
Face/Reach: 5 ft by 5 ft/10 ft
Special Qualities: AI module, biosynthetic COMBAT
conversion, combat programming, enhanced
Sex Synthetics are both beautiful and
dexterity, enhanced strength, improved visual
sensors, language module, motion sensors, dangerous when they want to be. Because of
multiscanner, telescopic vision, construct, the nature of their profession, many Sex
Synthetics are capable of harming human
darkvision
Saves: Fort +3, Ref +11, Will +3 beings. Their knowledge of human anatomy is
Abilities: Str 26, Dex 12, Con ---, Int 12, Wis 10, extensive and they use it to their advantage in
melee combat.
Cha 18
Skills (67): Bluff +24, Disguise +20, Gather
Information +7, Intimidate +7, Investigate +4,
Knowledge (behavioral sciences) +3, Knowledge
(earth & life sciences) +3, Knowledge (tactics)
+3, Knowledge (technology) +3, Listen +3,
Navigate +3, Search +5, Sense Motive +3, Spot
+7.
Feats (3): Combat Martial Arts, Improved
Combat Martial Arts, Deceptive

Aliens: Game Over - 125


Links
Books
For more information about books that were DVDs
used to help create this document, see Section • Alien
15 of the Open Gaming License. • Aliens
• Alien 3 • Alien 3
• Alien Resurrection • Alien Resurrection
• Alien Resurrection : The Official Junior Games
Novelization
• Alien 3 (SG)
• Alien Resurrection Postcard Book
• Alien 3 (SGG)
• Alien Resurrection Scriptbook
• Alien 3 (SN)
• Aliens
• Alien Resurrection (PS)
• Aliens vs. Predator: Hunter's Planet
• Alien Trilogy (PS)
• Aliens vs. Predator: Prey
• Alien Trilogy (Sega)
• Aliens: Alien Harvest
• Alien vs. Predator (SN)
• Aliens: Earth Hive
• Alien vs. Predator (Super Nintendo)
• Aliens: Genocide
• Alien vs. Predator 2 Gold (Windows)
• Aliens: Labyrinth
• Alien vs. Predator 2 Gold (Windows)
• Aliens: Music of the Spears
• Alien: Fuzion RPG
• Aliens: Rogue
• Aliens and Colonial Marines in ShockForce
• Aliens: Tribes
• Aliens in Star Grunts
• Colonial Marines Technical Manual
• Aliens: The Breeding
• Giger's Alien (hardcover)
• Aliens vs. Predator (Windows)
• Giger's Alien (paperback)
• Aliens vs. Predator 2 (Mac)

• Aliens vs. Predator 2 (Windows)
Comics • Aliens vs. Predator 2: Primal Hunt
• Aliens vs. Predator: Deadliest of the Species Expansion (Mac)
• Aliens vs. Predator: War • Aliens vs. Predator 2: Primal Hunt
Expansion (Windows)
• Aliens: Alchemy
• Aliens vs. Predator Extinction (PS2)
• Aliens: Apocalypse – Destroying Angels
• Aliens vs. Predator Extinction (Xbox)
• Aliens: Berserker
• Aliens vs. Predator Gold (Windows)
• Aliens: Book One
• Aliens vs. Predator MUD
• Aliens: Colonial Marines
• Aliens: Cyberpunk 2020 RPG
• Aliens: Earth Angel
• Aliens: Thanatos Encounter (GBC)
• Aliens: Elder Gods
• Aliens: The Movie Sim
• Aliens: Female War
• Aliens: Genocide Music
• Aliens: Harvest • Alien 3
• Aliens: Hive • Alien Resurrection
• Aliens: Labyrinth • Aliens
• Aliens: Mondo Pest • The Alien Trilogy
• Aliens: Nightmare Asylum
• Aliens: Outbreak Toys
• Aliens: Rogue • Movie Maniacs VI: Alien Queen
• Aliens: Stronghold • Movie Maniacs VI: Warrior Alien
• Aliens: Salvation and Sacrifice • Movie Maniacs VI: Dog Alien
• Aliens: Wraith
• Batman vs. Aliens Videos
• Dark Horse Presents: Aliens • Alien
• Superman vs. Aliens • Alien 3

126 – Aliens: Game Over


• Alien 3: Spanish Subtitles • Alien FAQ
• Alien 3: Widescreen Edition • Alien League font
• Alien Resurrection • Alien Scripts
• Alien Resurrection: Spanish Subtitles • Aliens Archive
• Alien Trilogy Gift. Pack • Aliens Colony LV-426
• Alien: Spanish Subtitles • Aliens: Join the Colonial Marines
• Alien: Widescreen Edition • STA: Aliens Toys
• Aliens • Science Fiction Infantry Warfare
• Aliens: Spanish Subtitles • ALIENS: The Anchorpoint Essays
• Aliens: Widescreen Edition • Colonial Marines: Elite Force
• D20 ALIENS vs. PREDATOR
Web • THE ALIEN ENCYCLOPEDIA
For more information about web sites that • The ALIEN Universe Timeline
were used to help create this document, see
Section 15 of the Open Gaming License.

Aliens: Game Over - 127


About the Contributors
Michael Tresca
Michael Tresca is an author, artist, web including Mercenaries: Born of Blood by
designer and editor. He has written reviews for Otherworld Creations, Frost & Fur by
RPG.net, Gamers.com and Allgame.com. He is MonkeyGod Enterprises and Combat Missions
the co-creator of Talien and Maleficent's by Paradigm Concepts. He also contributed to
Bookstore. He has three published D20 Relics from AEG. In his spare time, Michael is
adventures, including All the King's Men, Tsar an administrator for the multi-user dimension
Rising, and The Dancing Hut. Michael has known as RetroMUD, where he can be found as
writing credits in Dragon Magazine, Scrollworks his alter ego, Talien. To learn more about
Press, D20 Weekly, and Spectre Press. Three Michael, visit http://michael.tresca.net.
more D20 supplements are forthcoming,

Scott Middlebrook
Scott Middlebrook runs the Alien Universe he is excited about this collaboration. Scott's two
Timeline as well as the Alien Encyclopedia. It's sites are some of the most thorough analyses of
been a long time since Scott indulged in Star Aliens on the Internet.
Wars, Call of Cthulhu, Robotech, or AD&D, but

Dan McAllister
movies while being challenging and interesting
Dan McAllister included few physical
descriptions and no images in his original Alien and fitting as well as possible within the D&D3e
rules. Keeping this in mind should answer any
conversions. He assumed anyone interested in
questions as to “Why the !@#$ did he do
his d20 conversions has seen or has access to
THAT?”. Dan welcomes discussion,
the movies, thus knows what the things look
suggestions, or comments on this work. He
like. If you plan to run these creatures, Dan
encourages you to buy Aliens at least, the other hopes other players enjoy the creatures and
three movies if you can afford them. They are a would like to know of any modifications that
others feel need to be made. Dan looks forward
great reference. Dan's conversion efforts are an
to see how people use his adaptation.
attempt to fit the Aliens to D&D, not an attempt
to fit D&D to a quasi-sci-fi universe containing
the creatures. He tried to keep them true to the

128 – Aliens: Game Over


Other Works by Michael Tresca

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Peasants and nobles alike are frantic: The Tsar "The Tsar is dead!" The cry echoes across
has fallen deathly ill with few viable choices for an Torassia: the cruel tyrant fell in a battle with undead
heir. If the Tsar dies, his scheming twin sons will troops, abandoned by the two princes in his time of
engage in a battle for the throne, thrusting Torassia need. The empty throne creates anarchy and
into a civil war. But then a rumor surfaces that the chaos, as the princes and the Tsar's advisor battle
Tsar's youngest son, Ivan, still lives. It's up to the for the right to rule. As if that wasn't bad enough,
PCs to find the young heir before the Tsar's rivals the worst winter that Torassia has ever
reach him first! The Dancing Hut is a d20 System experienced leaves frozen corpses in villages
th th
adventure suitable for characters of 8 -9 level. everywhere. It's a race against time as Sergei, the
Tsar's commander in chief, gallops southwards to
reach the capital before the forces of hell get their
first. Will you brave the coming storm? Tsar Rising
th- th
is a d20 fantasy adventure for 8 9 level.

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Filled with bizarre characters, twisted plots, and
a macabre sense of humor, All the King's Men
takes the PCs on a wild romp through the dark
underbelly of Hamdon, a fantasy version of ORDER NOW!
renaissance London. When the archbishop turns Mercenaries: Born in Blood explores mercenaries
up dead at the production of the latest play, the throughout "real-world" history, how they've been
acting troupe known as The King's Men is accused used in fiction, tips for using them in your game,
of murder. It's up to the PCs to track down the killer new feats, skills, and prestige classes. It also
and prove the actors' innocence. But not everything includes six mercenary companies for use in a
is as it seems in the world of acts and actors. All fantasy game, two for use in a pulp/modern game,
the King's Men is a d20 System adventure suitable and two for use in a sci-fi game.
th th
for characters of 7 -8 level.

Aliens: Game Over - 129


Open Gaming License Version
1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the
Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed
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not embody the Product Identity and is an enhancement over the prior art and any additional content
clearly identified as Open Game Content by the Contributor, and means any work covered by this
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2. The License: This License applies to any Open Game Content that contains a notice indicating that
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5.Representation of Authority to Contribute: If You are contributing original material as Open Game
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6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to
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130 – Aliens: Game Over
9. Updating the License: Wizards or its designated Agents may publish updated versions of this
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10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game
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regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein
and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive
the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be
reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
Aliens: Game Over, Copyright 2003, Michael Tresca, Scott Middlebrook, Dan McAllister.
Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill
Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook,
Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
Blood and Guts, Copyright 2003, RPGObjects; Author Charles Rice
Blood and Space, Copyright 2003, RPGObjects; Authors Charles Rice and Chris
Davis.
D&D 3e Xenomorph, Copyright 2001, Dan McAllister
D20 Firearm Mechanics, Copyright 2001, Kenneth S. Hood
D20 Grim-n-Gritty Hit Point and Combat Rules, Copyright 2001, Kenneth S. Hood
D20 Skills-n-feats Martial Arts System, Copyright 2001, Kenneth S. Hood
D20 Skills-n-feats Psionics System, Copyright 2001, Kenneth S. Hood
Deadlands d20 Copyright 2001, Pinnacle Entertainment Group, Inc.
Diomin, Copyright 2000, OtherWorld Creations, Inc.
Dragonstar: Starfarer's Handbook Copyright 2001, Fantasy Flight, Inc.
Forbidden Kingdoms. Copyright 2001, OtherWorld Creations, Inc.
Magus, Copyright 2001, Hector Hernandez
Mercenaries: Born of Blood, Copyright 2002, OtherWorld Creations, Inc.
Relics and Rituals, Copyright 2000, Clark Peterson
Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene
and Clark Peterson, based on original material by Gary Gygax.
Spycraft, Copyright 2002, Alderac Entertainment Group.
Swashbuckler, Copyright 2001, Felix Lim Jr.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan
Tweet, Monte Cook, Skip Williams, Rich baker, Andy Collins, David Noonan, Rich Redman, Bruce R.
Cordell, based on original material by E. Gary Gygax and Dave Arneson.
Traps and Treachery, Copyright 2001, Fantasy Flight, Inc.
Vitality and Wound Points, a d20 System Conversion Guide, Copyright 2000 by Bradley D Thompson
Weird Wars, Weird War Two, Copyright 2001, Pinnacle Entertainment Group, Inc.

Aliens: Game Over - 131


Open Game Content
DESIGNATION OF PRODUCT IDENTITY: The following items are hereby designated as Product
Identity in accordance with section 1(e) of the Open Game License, version 1.0a: Any and all Aliens logos
and identifying marks and trade dress, including all Aliens product and product line names, any elements
of the Aliens setting, including but not limited to capitalized names, organization names, characters,
equipment, historic events, and organization, and all stories, storylines, locations, plots, plot synopses,
thematic elements, quotes from characters; all artwork, symbols, designs, depictions, illustrations
likenesses, poses, logos, symbols or graphic designs; any other unspecified incarnations of the Aliens
creative property, including elements either derived or inferred from the Aliens setting, and website
support materials.
DESIGNATION OF OPEN CONTENT: All stat blocks, new rules, new equipment, and new monster
rules are open content that are not part of the product identity.
Trademarks and copyrights are cited in this document without permission. This usage is not meant in any
way to challenge the rightful ownership of said trademarks/copyrights. All copyrights are acknowledged and
remain the property of the owners. This game is for entertainment only.
D20 System and D&D is a trademark of Wizards of the Coast, Inc.©. Alien, Aliens, Alien 3, and Alien
Resurrection are Copyright © 20th Century Fox. All rights reserved.

132 – Aliens: Game Over

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