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In 1980 , an alien threat was discovered that possibly endangered all mankind.

Being nullified by an obscure, but powerful secret agency under a film studio in England, Mankind was lulled into a false sense of security. That is, until the late 1990's when a new threat appeared. This one more international in scope. Another secret organization was developed, to deal with this threat. Sectoid The sectoids are usually the most common alien seen., since the middle 1980s. These resemble the "Greys" of popular culture. . ( There is a possibility that not all Sectoids will be of the aggressive sort. Or there are similar species that are a result of convergent evolution, or genetic manipulation) These short humanoids have pale skin, large, almond-shaped eyes are small and lithe. They are often seen without clothing, or armor. Sectoids are very weak in combat. Often hiding and sniping at a distance. The Commander is capable of Psionic attacks that are powerful. They can cause panic in enemy troops or even control them. Commnaders are rarely encountered on a scout ship mission. The Sectoids will often be involved with kidnapping and harvesting of earth species. They appear to be very simple in their physical makeup. Their brains and eyes are very developed. Their digestive systems are very primitive. The small mouth and nose appear to have little function. The webbing between the fingers and the flat feet suggest aquatic origins. They have no reproductive organs, and appear to be the result of genetic cloning. They seem to be working in a plan to harvest genetic materials for creating a human/sectoid crossbreed . There is worry that these hybrids will be used to possibly infiltratr human society and/or rebuilding their culture. It appears that individuals have self direction and motivation, but fall quickly under the sway their leaders The sectoids are grown to fulfill their functions, similar to ant colonies, or bee hives.

Statistics STR 1d6+3 Con 2d6 Siz1d6+3 INT 2d6+12 POW 3d6 Dex 3d6+3 APP 1d6+1 Mov 7

Skills for Sectoid Commander Attacks: Stun Pistol 35%, 2D6 (stuns, see weapon description) Laser Rifle 35%, 3D6+2 (see weapon description) Skills: Dodge 40%, Fine Manipulation 75%, First Aid 25%, Hide 60%, Knowledge (Human Culture) 45%, Knowledge (Region: Milky Way) 75%, Knowledge (Invasion Forces) 55% , Language (English) 20%, Language ( own) 100%, Listen 55%, Medicine 50%, Navigate 45%, Pilot (UFO) 60%, Repair (Quantum) 30%, Science (Astronomy) 65%, Science (Planetology) 65%, Science (Zoology) 50%, Sense 60%, Spot 50%, Stealth 50%, Technical Skill (UFO Sensors) 40% Powers: Sectoid Commanders are often capable of utilizing what humans believe to be psychic powers. Commonly utilized psychic powers are Emotion Control Pow x4%, Mind Control Pow x3%, Mind Shield Pow x 4%, Telekinesis Pow x 2% , and Telepathy Pow x3%. Also, the Commander has the power of strong group mind. When a leader is present, the other sectoids usually automatically fall under the power. This skill is Pow x4%. Skills for Sectoid Engineer Attacks: Stun Pistol 30%, 2D6 (stuns, see weapon description) Laser Rifle 35%, 3D6+2 (see weapon description) Skills: Dodge 40%, Fine Manipulation 75%, First Aid 25%, Hide 60%, Knowledge (Human Culture) 55%, Knowledge (Region: Milky Way) 85%, Language (English) 20%, Language ( own) 100%, Listen 55%, Medicine 30%, Navigate 40%, Pilot (UFO) 70%, Repair (Quantum) 80%, Repair (Ship) 80%, Repair (cybedisc) 75%, Science(Astronomy) 55%, Science (Planetology) 35%, Science(Zoology) 20%, Sense 60%, Spot 50%, Stealth 50%, Technical Skill (UFO Sensors) 70%, Skills for Sectoid Navigator Attacks: Stun Pistol 30%, 2D6 (stuns, see weapon description) Laser Rifle 30%, 3D6+2 (see weapon description) Skills: Dodge 40%, Fine Manipulation 75%, First Aid 25%, Hide 60%, Knowledge (Human Culture) 55%, Knowledge (Region: Milky Way) 85%, Language (English) 20%, Language ( own) 100%, Listen 55%, Navigate 70%, Pilot (UFO) 80%, Repair (Quantum) 50%, Science (Astronomy) 75%, Science (Planetology) 85%, Science (Zoology) 30%, Sense 60%, Spot 50%, Stealth 50%, Technical Skill (UFO Sensors) 70% Skills for Sectoid Medic Attacks: Stun Pistol 30%, 2D6 (stuns, see weapon description)

Laser Rifle 25%, 3D6+2 (see weapon description) Skills: Dodge 40%, Fine Manipulation 75%, First Aid 85%, First Aid (human) 65%, Hide 60%, Knowledge (Human Culture) 55%, Knowledge (Region: Milky Way) 45%, Language (English) 20%, Language ( own) 100%, Listen 55%, Medicine 100%, Navigate 60%, Pilot (UFO) 25%, Repair (Quantum) 20%, Science(Astronomy) 35%, Science (Planetology) 45%, Science(Zoology) 70%, Sense 60%, Spot 50%, Stealth 50%, Technical Skill (UFO Sensors) 30%, Craft ( Alien food) 95%, Science (Genetics) 75% Skill for Sectoid Soldier Attacks: Stun Pistol 60%, 2D6 (stuns, see weapon description) Laser Rifle 45%, 3D6+2 (see weapon description) Grenade Stun Grenade Tangler Skills: Dodge 50%, Fine Manipulation 75%, First Aid 25%, Hide 60%, Knowledge (Human Culture) 55%, Knowledge (Region: Milky Way) 85%, Language (English) 20%, Language ( own) 100%, Listen 55%, Medicine 10%, Navigate 20%, Pilot (UFO) 20%, Pilot (Cyberdisc) 45%, Repair (Quantum) 20%, Science(Astronomy) 35%, Science (Planetology) 30%, Science (Zoology) 20%, Sense 60%, Spot 50%, Stealth 50%, Technical Skill (UFO Sensors) 30% Cyberdisc Str 12 Con 21 Siz 15 Int 9 Pow 6 Dex 16 App Edu Ar 15 Move 20 Ramming 45% 25% triple shot Dodge 65% , The Cyberdisc is a weapon/device used by the sectoids during their terror attacks on humans. It is used by them and only them during terror missions. It is a mechanical floating disc. It has moderate mobility, and can float at any level above the ground. It attacks with a devastating plasma shot, capable of firing up to three shots in a round . 3d6 3d10+4 Plasma Cannon 75% Single shot 3d10+4 after a triple shot it takes 2 rounds to re energize it's battery banks.

Its slim profile can make it a difficult target for an object of its size. Worse, when it is destroyed, it usually(con x 5) explodes 8d6/1meter. There is a high possibility of a Sectoid commander being on a mission with a cyberdisc. Also, the disc can be used alone on a mission of terror. The Cyberdisc is autonomous, but can be controlled by remote by a Leader using Psionics, or a soldier or engineer using a remote device. The world the sectoids originate from is mostly desert created by their culture depleting all natural resources. The ocean and atmosphere is oily and poisoned. Only by leaving their world, and exploring space are they able to survive. The race is the only surviving representatives of the biology of this world, The sectoids are developed clones and grown in vat like structures. Sectoids that have failed to develop are used as food. However their genetic material is slowly being corrupted by repeated cloning without fresh input of new material. (think of a old copy of a copy being constantly copied again, eventually the DNAwill be unreadable. Earth DNA is compatible with the sectoids genetic makeup.

Floaters The Floaters are purple humanoid shapes clad in capes, floating perpetually above the ground. They are more aggressive in combat than the Sectoids. Floaters are usually scouts or terror agents. These beings are natural predators and worked in packs on their home world. They were encountered by the sectoids and altered by using the lift device from the cyberdisc and older technology to continue life support. There heads are suggestively bovine in form .The device which seems to form the core of the body is a life support system, taking over the function of heart, lungs and digestive system. This creature is used sometimes by the sectoids as front line troops or scouts in hostile territory. Though not the most intelligent of the aliens, their sense organs are well developed. Hit Locations 1-8 Floating Device (per hit 5% chance of reducing the device reducing movement by 1, if hit with 3 points 15% chance etc) 9-11 Abdomen 12-15 Chest 16-17 R arm 18-19 L arm 20 Head Floater Str 2d6+2 Con 2d6+3 Siz 3d6+3 Int 2d6+2

Pow 2d6 Dex 2d6+4 App 1d6+2 Edu Mov 18 AR 3 Floater Soldier Attacks: Claw 55 % 1d4+db gore 45% 1d6+db Laser Rifle 75%, 3D6+2 Grenades (fusion) 45% 6d6/1 m Skills: Dodge 40%, Fine Manipulation 75%, First Aid 15%, Hide 30%, Knowledge (Human Culture) 25%, Knowledge (Region: Milky Way) 25%, Language (English) 20%, Language (own) 100%, Listen 55%, Navigate 20%,Pilot (UFO) 30%, Sense 60%, Spot 50%, Stealth 50%, Technical Skill (UFO Sensors) 20% Floater Navigator Claw 55 % 1d4+db gore 45% 1d6+db Laser Rifle 35%, 3D6+2 (see weapon description) Skills: Dodge 30%, Fine Manipulation 75%, First Aid 15%, Hide 60%, Knowledge (Human Culture) 25%, Knowledge (Region: Milky Way) 85%, Language (English) 20%, Language (Own) 100%, Listen 35%, Medicine 20%, Navigate 90%, Pilot (UFO) 80%, Repair (Quantum) 30%, Science (Astronomy) 75%, Science (Planetology) 65%, Sense 60%, Spot 50%, Stealth 50%, Technical , Skill (UFO Sensors) 60% Floater Medic Attacks: Claw 55 % 1d4+db gore 45% 1d6+db Laser Rifle 35%, 3D6+2 (see weapon description) Skills: Dodge 40%, Fine Manipulation 75%, First Aid 75%, Hide 60%, Knowledge (Human Culture) 35%, Knowledge (Region: Milky Way) 35%, Language (English) 20%, Language ( Own ) 100%, Listen 55%, Medicine 100%, Navigate 40%, Pilot (UFO) 20%, Repair (Quantum) 20%, Repair (floating device 75%) Science(Astronomy) 45%, Science (Planetology) 35%, Science (Zoology) 80%, Sense 60%, Spot 50%, Stealth 50%, Technical Skill (UFO Sensors) 50%, Craft (alien food) 85% Floater Engineer Attacks: Claw 55 % 1d4+db

gore 45% 1d6+db Laser Rifle 35%, 3D6+2 (see weapon description) Skills: Dodge 40%, Fine Manipulation 75%, First Aid 25%, Hide 60%, Knowledge (Human Culture) 55%, Knowledge (Region: Milky Way) 85%, Language (English) 20%, Language ( own ) 100%, Listen 55%, Medicine 20%, Navigate 50%, Pilot (UFO) 40%, Repair (Quantum) 80%, Repair (floating device) 65% Science(Astronomy) 65%, Science (Planetology) 65%, Science (Zoology) 30%, Sense 60%, Spot 50%, Stealth 50%, Technical Skill (UFO Sensors) 80% Floater Leader Attacks: Claw 55 % 1d4+db gore 45% 1d6+db Laser Rifle 55%, 3D6+2 (see weapon description) Skills: Dodge 40%, Fine Manipulation 75%, First Aid 75%, Hide 60%, Knowledge (Human Culture) 55%, Knowledge (Region: Milky Way) 85%, Language (English) 20%, Language ( own) 100%, Listen 55%, Medicine 100%, Navigate 70%, Pilot (UFO) 80%, Repair (Quantum) 50%, Science (Astronomy) 75%, Science (Planetology) 95%, Science (Zoology) 50%, Sense 60%, Spot 50%, Stealth 50%, Technical Skill (UFO Sensors) 50% Floater Commander Attacks: Claw 55 % 1d4+db gore 45% 1d6+db Laser Rifle 65%, 3D6+2 (see weapon description) Skills: Dodge 40%, Fine Manipulation 75%, First Aid 75%, Hide 60%, Knowledge (Human Culture) 55%, Knowledge (Region: Milky Way) 85%, Language (English) 20%, Language ( own) 100%, Listen 55%, Medicine 100%, Navigate 70%, Pilot (UFO) 80%, Repair (Quantum) 50%, Science (Astronomy) 75%, Science (Planetology) 95%, Science (Zoology) 50%, Sense 60%, Spot 50%, Stealth 50%, Technical Skill (UFO Sensors) 50%

Reaper The Reaper is the Terror Unit of the Floater, and will only be seen accompanying them. It is a large, furry mammalian biped and from the home world of the floater. It is both prey of and also companion animal to them. It is a violent predator and is used by the floaters as part of their terror missions. This bipedal carnivore has powerful jaws and a voracious appetite,. It has brain implants to control it

keeping it active and aggressive even after normally sating it's appetite. It has two primitive brains, two powerful hearts giving it redundancy keeping it going after taking large amounts of damage.. Str 3d6x2 20 Con 6d6 21

Siz 3d6x2 20 Int 5 Pow 2d6 7 Dex 2d6+6 10-11 App Edu MOV 21 AR 10 Bite 60% 2d6+db Dodge 65% 1-4 right leg 5-8 left leg 9-11 abdomen 12-15 chest 16-20 Head

Home world of the floaters. The floaters are from a world of rocky green plains and rolling hills. The gravity is slightly less than earth's. The floater's were originally hunting tribes living off each other and the ancestors of the reapers. They were quick beings, but not as strong as humans. They eventually husbanded the reapers to them as both food animals, and hunting animals as well. When the sectoids discovered the floaters, they hoped they or the other life of the world would be able to be used for food and genetic fodder. Unfortunately, the value of material is poor for either nutrition, or genetic harvest.

Snakemen (Lamians) are reptilian, resembling snakes with arms, slithering along on their lower bodies. Though resembling snakes they are not very fast. These powerful beings, having evolved from a legless lizard, are highly aggressive, and intelligent. They pride themselves on being warriors and more than willing to enter into hand to hand combat. It appears this race developed in an extremely hostile environment. It is very tough and appears to be able to handle extreme temperature extremes. They appear to be highly predatory and appear to be taking commands from another Intelligence that is directing their assault on earth. The cardio-vascular system is part of the muscular system which uses the hydraulic principle to create motion. The only true muscle is the "heart". They are constantly in motion even when asleep like some sharks, moving to keep their blood flowing. Reproduction is asexual, with each snakeman carrying up to fifty eggs inside its body at any one time. Left to its own devices this species would be a severe threat to life on earth If young are hatched they will start with of the stats of an adult and will be adults withing 6 months. Unless trained they will have no advanced or technological skills. The world of the snakeman is subject to violent weather due to severe axis of rotation. They can adapt to both cold and heat readily. The world is a world full of dinosaur like creatures and other beings that are quick and deadly. The snakeman evolved intelligence in this world. Reproducing quickly. The Chrysalid is part of this world, an evolved insect like creature that implants an egg that develops quickly in it's host, controlling the being. If the living cocoon is damaged severely the Chrysallid erupts. The chrysallid can only infect 20 beings till being no longer viable. It will still hunt and slaughter. The Snakeman Str 4d6+4 Con 4d6+5 Siz 3d6+6 Int 3d6 Pow 3d6 Dex 3d6 App 1d6+2 Edu Mov 6 AR 4 Snakeman Soldier Attacks: Laser Rifle 75%, 3D6+2 (see weapon description) Grenade 55% Sword 80% Parry 75% Claw 45% d6+db Skills: Dodge 70%, Fine Manipulation 75%, First Aid 25%, Hide 60%, Knowledge (Human Culture) 35%, Knowledge (Region:

Milky Way) 35%, Language (English) 20%, Language (own) 100%, Listen 55%, Medicine 30%, Navigate 30%, Pilot (UFO) 30%, Repair (Quantum) 20%, Sense 70%, Spot 60%, Stealth 50%, Technical Skill (UFO Sensors) 30% Snakeman Navigator Attacks: Laser Rifle 65%, 3D6+2 (see weapon description) Grenade 55% Sword 50%, Parry 40% claw 45% d6+db Skills: Dodge 40%, Fine Manipulation 75%, First Aid 35%, Hide 60%, Knowledge (Human Culture) 55%, Knowledge (Region: Milky Way) 85%, Language (English) 20%, Language (own) 100%, Listen 55%, Medicine 60%, Navigate 90%, Pilot (UFO) 80%, Repair (Quantum) 40%, Science (Astronomy) 75%, Science (Planetology) 55%, Science (Zoology) 30%, Sense 60%, Spot 50%, Stealth 50%, Technical Skill (UFO Sensors) 70% Snakeman Engineer Attacks: Laser Rifle 65%, 3D6+2 (see weapon description) Grenade 55% Sword 50% Parry 40% Claw 45% d6+db Skills: Dodge 40%, Fine Manipulation 75%, First Aid 75%, Hide 60%, Knowledge (Human Culture) 55%, Knowledge (Region: Milky Way) 85%, Language (English) 20%, Language (own) 100%, Listen 55%, Medicine 100%, Navigate 50%, Pilot (UFO) 70%, Repair (Quantum) 80%, Repair (ship) 85% Science(Astronomy) 65%, Science (Planetology) 65%, Science (Zoology) 30%, Sense 60%, Spot 50%, Stealth 50%, Technical Skill (UFO Sensors) 60% Snakeman Leader Attacks: Laser Rifle 80%, 3D6+2 (see weapon description) Grenade 65% Sword 60%, 55% Claw 45% d6+db Skills: Dodge 40%, Fine Manipulation 75%, First Aid 85%, Hide 70%, Knowledge (Human Culture) 55%, Knowledge (Region: Milky Way) 85%, Language (English) 20%, Language (own) 100%, Listen 65%, Medicine 100%, Navigate 70%, Pilot (UFO) 80%, Repair (Quantum) 60%, Repair (ship) 65%

Science(Astronomy) 75%, Science (Planetology) 95%, Science (Zoology) 50%, Sense 60%, Spot 50%, Stealth 50%, Technical Skill (UFO Sensors) 50% Snakeman Commander Attacks: Laser Rifle 85%, 3D6+2 (see weapon description) Grenade 75% Sword 70% Parry 65% Claw 45% d6+db Skills: Dodge 40%, Fine Manipulation 75%, First Aid 95%, Hide 80%, Knowledge (Human Culture) 55%, Knowledge (Region: Milky Way) 85%, Language (English) 20%, Language (own) 100%, Listen 65%, Medicine 100%, Navigate 80%, Pilot (UFO) 80%, Repair (Quantum) 70%, Science (Astronomy) 75%, Science (Planetology) 95%, Science (Zoology) 50%, Sense 60%, Spot 50%, Stealth 50%, Technical Skill (UFO Sensors) 50% The Chryssalid is the dedicated Terror Unit of the Snakeman, and will only be seen accompanying them. This Gigerian nightmare is a thing of pure evil. Quick, deadly, and able to transform up to 20 people into zombies, that if killed will release another chryssalid, to start the process again. Chryssalid Str 4d6+6 20 Con 6d6 21 Siz 4d6 14 Int 8 Pow 2d6 7 Dex 4d6+4 18 App Edu Mov 28 Ar 10 Heal 1d6 /rnd Claw 75% 2d6 +db Bite 65% 1d3+db+ transform into Zombie (Bite damage vs Con) alternately to transfom the victim into a morphling

Zombie Anyone bitten by a Chryssalid has a chance to turn into a zombie( allowing a player character some form of save would be highly appropriate.) . Simple as that, if the zombie is killed with anything BUT FIRE, a chryssalid will emerge from it's cocoon of the zombie's body. The chryssalid is kept protected by a moving living cocoon, that attacks and prepares the food for the developing body.

Zombie Zombies almost always thirst for human flesh and are driven by this grisly motive. Characteristic Roll Average STR 3D6 x 1.5 1517 CON 3D6 x 1.5 1517 SIZ 2D6+6 13 INT 6 6 POW 1 1 DEX 2D6 7 APP 1D6 34 Move: 4 Hit Points: 1415 Damage Bonus: +1D4 Armor: None Weapons: Bite 30%, 1D3+db (bleeding) Claw 25%, 1D3+db (bleeding) Grapple 35%, special When a zombie is killed a Chryssalid emerges, unless the zombie is destroyed by fire, plasma, or disintergration. Morphling STR 3D6 x 1.5 1517 CON 3D6 x 1.5 1517 SIZ 2D6+6 13 INT 2d6 POW 2d6 DEX 3d6 APP 1D6 34 Mov 12 Ar 5 Sometimes with the strange genetics of the egg that is implanted, instead of changing into a rampaging zombie , a person has a chance of becoming a morphling (10%) or conx1.. These beings are somewhat of original stats x1.5 x1.5 no change -1d6 -1d6 -2d6

more intelligent than zombies but the desire to harm is still strong. They should be considered enemies still. The body develops chitinous armor , the head is pulled forward and extra limbs develop. Usually only one but sometimes more. All limbs are able to be used and these beings can and do use weapons. Hide 55% Fine manipulation 75% Weapons use at base levels The person looses all old identity and except for the gene implanted idea to attack and harm They will often run amok,but can be controlled by the intelligence which is commanding the snakemen. The alien horde will attempt to use or even capture the morphlings to return them to the world of the ethereals to study and use as a slave race. (of course a player character may be different)

Mutons are a physically powerful race of he invasion. Carnivorous , aggressive, though they can be trained to use ships and such, most are raised to be soldiers. But, their ability to maintain focus after and during an attack is poor, being sidetracked easily. Often, consuming their kills ignoring their surroundings. They are also highly susceptible and easily controlled by psionics. They have been altered having extension changes including an organic armor bonded to their bodies, cybernetic implants to enhance internal organs and senses and reproductive organs appear to have been removed They also appear to need constant telepathic contact with their masters or die quickly. They have a chameleon like ability to hide and attack from stealth. Muton Str 4d6+6 Con 5d6 Siz 2d6+6 Int 2d6+4 Pow1d6 Dex 4d6 App 1d6 Edu Ar 12 Muton Soldier Attacks: Laser Rifle 75%, 3D6+2 (see weapon description) grenades Claw 65% 1d6 +db Skills: Dodge 40%, Fine Manipulation 75%, First Aid 25%, Hide 95%, Knowledge (Human Culture) 25%, Knowledge (Region:

Milky Way)25%, Language (English) 20%, Language ( own) 100%, Listen 55%, Medicine 40%, Navigate 10%, Pilot (UFO) 20%, Repair (Quantum) 10%, Science (Astronomy) 15%, Science (Planetology) 5%, Science (Zoology) 04%, Sense 80%, Spot 50%, Stealth 90%, Technical Skill (UFO Sensors) 20% Muton Navigator Attacks: Laser Rifle 75%, 3D6+2 (see weapon description) Grenade Skills: Dodge 40%, Fine Manipulation 75%, First Aid 35%, Hide 95%, Knowledge (Human Culture) 35%, Knowledge (Region: Milky Way) 85%, Language (English) 20%, Language ( own) 100%, Listen 55%, Medicine 50%, Navigate 80%, Pilot (UFO) 80%, Repair (Quantum) 40%, Science (Astronomy) 75%, Science (Planetology) 55%, Science (Zoology) 30%, Sense 80%, Spot 50%, Stealth 90%, Technical Skill (UFO Sensors) 50% Muton Engineer Attacks: Laser Rifle 75%, 3D6+2 (see weapon description) Grenade Skills: Dodge 40%, Fine Manipulation 75%, First Aid 75%, Hide 95%, Knowledge (Human Culture) 45%, Knowledge (Region: Milky Way) 55%, Language (English) 20%, Language ( own) 100%, Listen 55%, Medicine 30%, Navigate 50%, Pilot (UFO) 50%, Repair (Quantum) 70%, Science (Astronomy) 45%, Science (Planetology) 35%, Science (Zoology) 30%, Sense 80%, Spot 50%, Stealth 90%, Technical Skill (UFO Sensors) 50% Silacoid The Silacoid is one of the two varieties of terror units deployed with Mutons, and will only be seen accompanying them. This large pink rock leaves a trail as it moves through terrain. It breaks and consumes minerals on the surface of the world and probably was used by the original Mutons to scare animals out of hiding or even to start fires to chase prey out of hiding. The silacoid also enjoys carbon, consuming the remains of organic materials Silacoid is slow moving and is probably used during terror attacks to move prey , that is civilians or food animals. Presently they are controlled by psionics or implants.

Silacoid Str 4d6 Con 4d6 Siz 1d6+4 Int 3 Pow 1d6 Dex 2d6 App Edu AR 18 mov 6 Attacks Heat 90% 5d6 range 10 feet.

This silicon based life form generates an enormous amount of heat. It has the strength to crush rocks which can then be ingested by the hot core. It has a primitive intelligence and can be controlled by implants or telepathic beings. It works with the Muton alien race. Originally this rock like creature was used by the Mutons to create flame to burn out prey species. Celatid Str 1d6 Con 4d6 Siz1d6+1 Int 3 Pow 4 Dex 3d6 App Edu mov 12 spot hidden 85%, dodge 87%, fly 00% attack venom/acid 45% 3d6 pot .

This life-form has the ability to float through the air. It appears to somehow be able to spot even

hidden organisms. . Once a target is detected the Celatid lands and fires small globules of extremely corrosive venom. It accompanies the Muton race in its wanderings. The core contains whatappears to be an organ that allows it to float. This organism moves like an amobea in the air, and uses it's acid to predigest it's food. It accompanies the Muton in it's hunts. The Muton homeworld is a jungle world, full of violent and dangerous creatures. The unchanged Muton is a violent blood thirsty hunter. Even altered Muton will fight against and break it's control to eat it's victims. If the ethereals dont allow it to do so, and they completely break from their control, they die instantly. However, the ethereals relish the sensations of the Muton killing frenzy.

Ethereals the motivating force of the Alien attacks. Their bodies are thin and emaciated, with pale, skin. However, they only appear in combat wearing billowing orange robes which make their narrow frames look more imposing and increasing their dodge abilties. They can endure large amounts of damage and have strong combat skills. . They also have good mobility and are able to fly, which they do with little hesitation. All Ethereals has psionic abilities; and use them freely. Ethereals are rarely seen on Earth as they prefer to send other races (especially Mutons) to carry out missions on their behalf. This being has awesome mental powers which allow for telepathic communication and telekinetic abilities. Autopsy This being is physically retarded and seems incapable of sustaining any life functions. The muscles are severely atrophied and the internal organs appear to be under-developed. The sensory organs, including the eyes, do not appear to function at all. The brain, however, is well developed and draws on a high proportion of the body's blood supply. It is a mystery as to how this creature can sustain itself without external support. Ethereal Str 1d6+6 Con 4d6+6 Siz 2d6+8 Int 3d6+6 Pow 3d6+6 Dex 3d6 App 1d6 Edu mov 12 fly 20 Ethereal Soldier Attacks:

Laser Rifle 45%, 3D6+2 (see weapon description) Skills: Dodge 40%, Fine Manipulation 75%, First Aid 75%, Hide 60%, Knowledge (Human Culture) 55%, Knowledge (Region: Milky Way) 85%, Language (English) 20%, Language ( own) 100%, Listen 55%, Medicine 100%, Navigate 70%, Pilot (UFO) 80%, Repair (Quantum) 50%, Science (Astronomy) 75%, Science (Planetology) 95%, Science (Zoology) 50%, Sense 60%, Spot 50%, Stealth 50%, Technical Skill (UFO Sensors) 50% Ethereal Leader Attacks: Laser Rifle 35%, 3D6+2 (see weapon description) Skills: Dodge 40%, Fine Manipulation 75%, First Aid 75%, Hide 60%, Knowledge (Human Culture) 55%, Knowledge (Region: Milky Way) 85%, Language (English) 20%, Language ( own) 100%, Listen 55%, Medicine 100%, Navigate 70%, Pilot (UFO) 80%, Repair (Quantum) 50%, Science (Astronomy) 75%, Science (Planetology) 95%, Science (Zoology) 50%, Sense 60%, Spot 50%, Stealth 50%, Technical Skill (UFO Sensors) 50% Ethereal Commander Attacks: Laser Rifle 35%, 3D6+2 (see weapon description) Skills: Dodge 40%, Fine Manipulation 75%, First Aid 75%, Hide 60%, Knowledge (Human Culture) 55%, Knowledge (Region: Milky Way) 85%, Language (English) 20%, Language ( own) 100%, Listen 55%, Medicine 100%, Navigate 70%, Pilot (UFO) 80%, Repair (Quantum) 50%, Science (Astronomy) 75%, Science (Planetology) 95%, Science (Zoology) 50%, Sense 60%, Spot 50%, Stealth 50%, Technical Skill (UFO Sensors) 50% Sectopod The Sectopod is the dedicated terror unit of the Ethereal, and will only be seen accompanying them. Every Sectopod is completely identical and is built not only for self-sufficient commands and operation, but also psychic/psionic manipulation -- an Ethereal could potentially control a Sectopod as if it were it's own body, from millions of miles away. Sectopod Str 20 Con 30 Siz 30 Int 15 Pow 10 Dex 15 App Edu

AR20 Laser 60% 1-4 right leg 5-8 left leg 9-11 abdomen 12-15 chest 16-19 Head 20 Laser pod Sectopods are robots with a powerful beam weapon. The control of these beings is via a telepathic link to their controllers, the Ethereals. Sectopods are the most powerful terror weapon available to the alien forces. This robot is sturdily constructed with powerful armour capable of resisting most forms of attack,.. However, the sensing circuitry seems particularly vulnerable to laser weapons and other flash devices causing feedback if controlled by an ethereal. Notes The leaders of the alien horde are heavily dependent on psionic combat, and have even designed their mechanical units to respond to psionic stimuli. Only, Sectoid Commanders and Ethereals are capable of psionic warfare. Notes of the Invasion For some reason the aliens involved with this modern invasion do not seem to have a concept of artificial satellites. This may be the effect of the chain of command of the ethereals or just an artifact of their evolution or culture. Since etherals can command and percieve from great distances maybe they never developed artificial devices. Etherals CANNOT attack Psionically from vast distances they have to be in the area. During the 1980 invasion that was foiled by (SHADO) , there was evidence that the human(oid)s were either controlled by alien intelligences or vehicles for these consciousnesses. For, the original invaders use Human stats. Their weapons are equivalent to modern firearms, ie , slug throwers, most often heavy machine guns. The original UFOs were sent to harvest human beings and organs to keep these controlled beings alive. There was a flaw in the energy systems and alloys that after a few days would cause the UFOs to explode violently. If this was purposeful or accidental has yet to be determined. My back story. The Ethereals discovered the human race accidentally. There world they are inhabiting was dying due to both it's change in the stellar and planetary environment and the abuses done previously by the ethereal race. 7d6

Originally, they kidnapped humans, and mentally changed them to assist them to prepare earth for an invasion. Eventually them discovered they could ride the humans directly controlling them, living vicariously through them. Bringing their vehicles home, unfortunately some of their toys had been infected by viruses which attacked the weakened bodies of the ethereals. Killing many of them This stopped the attacks as well as the previous protection force (shado) interdicting actions. During this time another race discovered both earth and the ethereals, the Sectoids. A compact was developed between both races to use their own resources and their respective client races The Sectoids altered the Floater race and for many years used them seeking a world that would allow them to survive. The Ethereals discovered the Snakemen and the Mutons and used creatures they had on their worlds as tools in their bid to take over the Earth. The some of the purer sectoids are psionic . The ethereal race is dying, having set themselves on a evolutionary path that is unsustainable. Another offshoot has gone all the way to being a disembodied brain and is actually pushing for the attack on earth, for both stimulation of combat and as a world where it's cousin race can possibly change it's direction and survive. It may also be that the aliens need something from humans, possibly the use of the human brain material for their science. Adventure seeds. The first one is any old 1950s movie setting strange objects falls, animals are mutilated etc. Then there can be a group like shadow and x-com to protect from the alien threat. Another is a revolt of the morphlings, some morphlings regain their memories and ask earth normal men for help against the alien overlords. Also, there is a possible conflict upcoming between the sectoids and ethereals. The sectoids need earth to survive, the ethereals seem to be using earth as a world of conquest. How far will they go, will the sectoids turn to earth people to save it and themselves? The players have been accused of terrorist activity, they discover they are the first of the hybrids a vanguard to the sectoid invasion or altering of the world. What side are they on??? UFOs Scouts Small A two man vehicle primarily used to explore an area prior to a larger mission It consists of two couches and a motive source. It appears to be similar to a small oval, usually on stilts. Siz 40 rated speed 36 +/- 15 Ar10 HP 40 Crew 2 Cargo 0 Medium This is a five being ship , One Navigator , One engineer, One medic Two soldiers Size 100 Rated speed 32 +/- 10 Ar 12 Hp 100 Crew 5 cargo 20 Large Siz 120 Rated Speed 30+/- 10 Ar 15 Hp 120 Crew 7 Cargo 50

Scout vessels are used to reconnoiter and attack targets of opportunity. With the larger ships, the aliens may harvest various beings.

Harvester The harvester has two engines. It is a large vehicle with three levels. Abductor Supply ship Terror Battleship Mothership Alien Base

Alien ship/base components/rooms Alien reproduction On alien abductor ships Alien food On Harvester and Supply Ships

Alien entertainment Alien surgery On Harvester and Supply Ships Fusion Drive All ships

Navigation all ships Examination rooms on abductor ships

The earth is under attack. Various alien factions are involved in trying to control Earth for various reasons. These are some of the aliens that have reported by individuals. Small Greys From Zeta Reticuli A militaristic insect like culture that believe that science and world conquering the utmost importance. They have little regard for humans and appear to have little emotion. There appears to be some sort of parasitism with these greys needing humans as food, either via a form of physical or psychic vampirism. ( In the case of Psychic vampirism, a Pow vs Pow, they either absorb, hit points or POW points.) Reports include they are involved with human experimentation and animal mutilation. They stand about 4.5 tall, with large eyes. There appear to be two classes or social lines, one more hawkish the other seems to have some capability of presenting a business like attitude to subjects. They reproduce by cloning with little variations. Except for space travel and genetic manipulation they do not appear very far ahead of us, but may use tech of other cultures to perform tasks. Another rumor from psychics is that they are controlled or enslaved by a reptilian species that wishes to claim or reclaim earth by many different means. STR SIZ CON INT POW DEX 8+d4 5+d4 2d6+12 2d6+12 2d6+6 2d6+8

APP 2d6 AR 3 These greys are reported to originate from a planet fourth circling one of the stars of Zeta Reticuli Z2. The stars are 9000 AU apart. Both stars are yellow dwarf similar to our sun. They have many bases on the earth. Grey Two Origin unknown Taller than the smaller greys by twice as much up to 8 feet tall with bases mostly in the Aleutian Islands Unlike the smaller greys they tend to operate from a political system of thought, using treaties and laws to obtain what they want. Will trade what they consider low tech for options. They are more advanced than the smaller greys and though still adverse to humans, but less violent. STR 3d6+4 SIZ 10+d6 CON 2d6+12 INT 3d6+6 POW 3d6+6 DEX 3d6+6 APP 2d6 AR4 Grey Three STR 2d6+4 SIZ 5+d4 CON 2d6 INT 4d6 POW 3d6+4 DEX 2d6+4 APP 3d6 These beings seem to be similar to the insect like beings but more genial to humans, the skin is darker. Where as the other greys appear insect-like these appear to have originate from a cetacean species. They have a stare ability that shocks a person naturally and not needing a device and without harm. They are engaged like the others with gene engineering, but to cross humans with their dying race. This human race crossbreed is now approaching maturity. They are described as having the capability of both races, and may have a greater capacity for emotions than humans with logical and intellectual capacity of the alien strain. They find their Grey side of their family extremely boring and consider themselves human in all respects. The care for their Grey families like a parent cares for a child. The look like humans except the heads are a little bit larger and their hair high above their foreheads. They are reported to communicate primarily by telepathy To describe these cross breeds, role a normal human character then add a d6 to both INT and POW. Skills for both species Various Psychic abilities.

Reptilians STR 5d6 +6 SIZ 3d6+6 CON 3d6+6 INT 2d6+6 POW 2d6+6 DEX 2d6+6 APP 1d6 AR 5 Reptilians seemed to have either originated on earth or came to earth and inhabited it long enough to feel it is part of their empire. After Warring with other races, and pulling the majority of their race off earth, leaving small garrisons. They have decided to return to find humans evolved enough to be a threat. They are here harassing and studying Terran Humans in an attempt to discover the best way of removing them without endangering the planet. Though more ancient than humans their technology is not advanced enough to be called miraculous , they tend to approach problem through pure strength. They view humans as food, with teeth, and are cautious in engagements. There may be an agreement between the greys and reptilians, or the greys may be a conquered slave race. There also appear to be a fair number of humans that have been either altered or enslaved by various alien factions, these quislings are dangerous as they identify more with their masters than with their root race. The Reptilians can have all sort extra advantages. Also able to breathe a poison out of the mouths during there encounter, causing blindness. 2D6 vs CON. Or corrosive damage 1d6. Claw attacks adding a d6 to hand attacks Human aliens. There are many various human like races. Some are indistinguishable from humans. Others have various quirks. Such as being Nordic or Asiatic in appearance. Though similar and MAY have similar ancestry they are not earth humans. One example of the variation Is that the males of these races are about 7 feet in height, females six and half feet. They are described as fine featured and have paler complexions then humans. Their eyes may be almond shaped. They come from three colonies where hair color determines origin. Blonds come from the Pleiades, Black from Sirius, and Red from Orion. STR 4d6 SIZ 4d6 CON 2d6+6 INT 4d6 POW 3d6 DEX 3d6 APP 3d6 Their symbol is a triangle or three spheres in a triangular shape. Non physical Aliens

These aliens of course do not have physical stats Using only INT and POW they often possess or impart information directly to individuals When attempting to Possess they use POW vs POW attack When Imparting information USE INT vs POW, or INT this isn't really an attack, but an attempt to impress information or skills. They will use the latter method to give friendly people or followers information to support whatever the cause they are working on. Non Physical Aliens INT 6d6 POW 6d6 Alien Technology Alien Tech can mimic any psychic ability, giving the impression that the aliens themselves are psychic. The Only groups that are psychic naturally are the Cetaceans and their crossbreeds. The aliens all seem to possess similar abilities in their ships. The ships seem to be able to travel quickly and even warp into and out of reality. The ship also seem to possess the ability to change shape at least to the observer. So either the ships can actually change, the alterations are due to the warping or motive device, or some device is causing the observer to see it change in an attempt to fool the witness, often poorly. Taking a Look at alien encounters from the 50s and 60s. These aliens came in all shapes, sizes, and behaviors. From Menacing to benign to downright silly, they engaged humans for many different reasons. As time went by a certain series of classes have emerged to be more common such as the above. There have been other sightings of other beings associated with UFOs lately, some tall lanky beings many feet tall. Others dwarf like. In Mexico, there was supposedly crashed vehicle with similair to the above smaller beings but acted in a frightened manner, hiding amid plants and such, showing an almost childlike demeanor according to witnesses. So what is going on. Depending on your game, the earth may have special import to these beings. Maybe our world is close enough to visit. Has resources they don't possess. They could be from an alien world, a hidden earth race,another dimension, time travelers, government experiment in mind control, all of the above, or none. Ufos seem mysterious, and their inhabitants even more so. If aliens are carving up animals why. An advanced culture after 30 years not having the information needed. Is there some resource or material in the cow, or horse, or even in one supposed case a human. After all this time why the cutting? It seems that they are stuck on some problem. Than comes the idea of reproduction. Inordinately, there is a lot of issues in this area, from removing genitals, to collecting semi-matured fetuses to use as a cross breeding experiment. Even in m own game I don't have an answer, as this phenomena is so complex there yet to be any real sense of it. Alien Vehicles General notes, and ideas. On line somewhere there is a remake of the old X-COM game as a board game. They have the templates for the alien craft which could be useful for the GM. The alien craft when seen inside is all gleaming, shiny, or, dark and frightening. Scout ship This small vessel is only about 3 meters high, nine meters across. Highly maneuverable , it dodge is high 95%. Armor about 21. And able to camouflage itself near 99%. In many accounts there is a feeling that the ship is bigger inside than out. I suspect if this is perceived it

may to do with nonlinear walls and such, or actually using a DR WHO trick. Often perceived as round and maybe with a turret. In side there would probably be race specific devices, Pilot and Navigator station. Maybe some storage. Capture/Research Ship This ship is much bigger 3 to 9 meters high, 10's to 100s of meters long or across. This ship has less maneuverability. Dodge 85% Armor 30, still able to camouflage Mother Ship these are Giant vessel, rarely seen on earth, unless part of a base structure. This is city for the aliens. Use your imagination.

Characteristic Roll Average STR 1D6+3 6-7 CON 2D6 7 SIZ 1D6+3 6-7 INT 2D6+12 19 POW 3D6 10-11 DEX 3D6+3 13-14 APP 1D6+1 4-5 Move: 7 Hit Points: 7 Damage Bonus: -1D4 Armor: None Attacks: Laser Rifle 35%, 3D6+2 (see weapon description) Skills: Dodge 40%, Fine Manipulation 75%, First Aid 75%, Hide 60%, Knowledge (Human Culture) 55%, Knowledge (Region: Milky Way) 85%, Language (English) 20%, Language ( own) 100%, Listen 55%, Medicine 100%, Navigate 70%, Pilot (UFO) 80%, Repair (Quantum) 50%, Science (Astronomy) 75%, Science (Planetology) 95%, Science (Zoology) 50%, Sense 60%, Spot 50%, Stealth 50%, Technical Skill (UFO Sensors) 50%