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~ Private Hudson, Aliens Author's NotesThis work is based on the films Alien, Aliens, Alien3, Alien Resurrection, and on the novels by Dark Horse Science Fiction and is closely related to another project, Predator: The Hunt. The two were designed to either be used together or independently. Please visit my web page (http://people.wku.edu/charles.plemons/) for updates of this and other World of Darkness projects. You may also enjoy my Xenomorph Template for Pathfinder 1st Edition.This work attempts to compile the events and information from all four Alien films as well as the numerous novels. Many times, these sources conflict or head in opposite directions. Aliens: The Breeding is an amalgam of all of these sources and often varies from the films. I have attempted to gather and stitch together all the information about the Xenomorphs that I have found, in an effort to create a unique and challenging antagonist for the World of Darkness. This work is designed to be a gaming accessory, not an Alien fan's bible. Please refrain from pointing out differences between this work and a.) the films or b.) the novels. I am aware there are differences, and they are intentional. The information on the United States Colonial Marines is based on the film Aliens, and from information provided in the Aliens: Colonial Marines Technical Manual by Lee Brimmicombe-Wood. This book contains lots of valuable information vital to anyone wanting to run a USCM Chronicle. This may be freely distributed by anyone in any format as long as credit is given to the author but cannot be distributed for profit for any reason.
Known History
Xenomorph LifeXenomorphs are organized into Hives, with a Queen being the absolute head. She lays thousands of eggs in a birthing chamber. Drones protect the Queen and procure life forms for the eggs to implant. In the darkest reaches of space live Queen Mothers, true giants of the race. The average Queen Mother is even larger than a Queen and is as fast as a Drone. Queen Mothers rule over huge numbers of separate Hives, and their personal Hive is full of the largest of Drones. A Queen Mother can only be born of an alien ingesting Royal Jelly from the Hive of an existing Queen Mother.The species of aliens known as Xenomorphs live distinct stages of life. The Xenomorph life cycle is thus: an egg hatches a small alien, often referred to as a "facehugger" (known scientifically as an ovipositor). This critter attaches itself to the face of a living being and implants an embryo inside the torso. This embryo gestates for 12 to 48 hours before ripping and chewing its way out of the chest cavity. The resulting alien takes many DNA traits from its host, and careful observation can reveal the nature of the animal an alien spawned from. These young aliens grow to full maturity within a few hours and begin acting upon their instincts. Members of a Hive will begin gathering living beings to impregnate. If there is no Hive, they will begin killing every living thing they find. If there is no Queen, one of the implanted aliens will develop as one, or a Drone will evolve into a Queen. All "facehuggers" look the same, spider-like beings with a long tail, and they can impregnate a large variety of beings. The films show bugs born of human and dog hosts, and the books tell of a Hive born of rhino-sized herbivores. Aliens can be birthed from any animal large enough to contain a gestating alien. This rules out cats, bats, rats, and other small animals. Humans, dogs, cattle, sheep, moose, rhinos, tigers, gorillas, etc., are all fair game. Aliens take some of their genetic make-up from their host; thus, a biped host will produce a biped bug, etc. Once implanted, the alien radically alters the host's DNA so that it will be suitable for the alien to incubate within. This amazing ability is what allows the Xenomorphs to spawn from such a variety of animals. Aliens cannot gestate in plants, but it is not known if they can birth from reptiles or other more exotic creatures. Given their tremendous adaptive abilities, they most likely can. Adult Xenomorphs share certain characteristics, they have a shiny black carapace over their entire bodies; thus, the resemblance to insects. This carapace is silicon based and harder than steel. Their green blood is a super acid (perhaps a type of hydrofluoric acid) and can eat through flesh, armor, steel, plastic, glass, and just about anything exposed to it. Xenomorphs have no eyes, so bright lights and absolute darkness have no affect on them. It is theorized that they may "see" using psychic vibrations. This psychic sense allows them to detect emotions such as fear and pain. Each emotion is seen as a color to the aliens. Also, their "visual" awareness extends in a 360 degree arc around their heads. The mouth of the alien is unique: a fanged maw that contains a toothed tongue within. This tongue is able to extend from its face about a foot and creates a puncture motion, enabling the alien to pierce armor. All observed aliens have had tails which seem to have something to do with their communication abilities. They are able to slap with them, and the Queen can use hers to stab like a large blade. The aliens are exceptional climbers, even able to suspend themselves upside down from ceilings. It is unknown if a surface can be too smooth for them to climb. Unfortunately, the Drones possess a devious intelligence, the Queens even more so. All aliens have tremendous cunning and are experts at hunting and ambushing. As an example, to escape a cell, the aliens kill one of their own in order to make it bleed. The blood eats through the floor, and out they go. They are smart enough to plan and lay traps. The Xenomorphs do have sexes; however, the average Drone is neuter. Those who do have a sex are generally female. Males do occasionally get the chance to mate with the Queen but are killed soon after. All Queens are, of course, female. There are no Kings in the Xenomorph society. It is important to note that Queens are born pregnant and do not need males to perpetuate the race.
The HiveXenomorphs are social creatures who live and die for the Hive with no concern for their own safety. A Hive will swarm over intruders until one or the other is completely annihilated. No retreat, no surrender.A Hive is marked by a horrible stench, reminiscent of rotting eggs and meat. Aliens secrete an enzyme that is used to create their Hive. They mold it in a pattern much like the inside of a rib cage. This enzyme is brittle, and can be broken fairly easily (Strength roll, difficulty 6). The inside of the Hive is very warm and humid, and in great numbers Hives can alter the weather systems of an entire planet. After the alien infestation on Earth, freak thunderstorms and intense heatwaves were found throughout the world. The Hive generally encompasses a large area with the Queen’s chamber of eggs and Drones in the center. Along the walls leading to the chamber, living beings are bound to await impregnation. The bodies will be suspended in the enzyme (which is much more difficult to break when bound by it, Strength roll, difficulty 9). Also in the egg chamber is the sac of Royal Jelly (see below). A typical Hive will have huge Drones (add 1 to Strength and Stamina) protecting the Queen and eggs. Also note that the Xenomorphs leave the bodies of the incubators hanging in the Hive. When an area gets full, they simply move the birthing process elsewhere. This results in chambers "decorated" with the grisly remains of their prey. Aliens are intent on breeding. In one case, aliens captured a ship full of humans, but rather than lay eggs in all of them, they kept one male and one female alive and forced them to mate. In order to ensure the propagation of future hosts, aliens feed their captives; however, their diet consists of the rotting flesh of those already used to birth aliens. They force this repulsive meal down the throats of captives. Heaven help any survivors of such an imprisonment, derangements are definitely in order.
Xenomorph PsychologyThe aliens do have individuality; however, thinking and existing in such a state is terrifying to them. They prefer to live with others of their kind in constant telepathic contact with one another. The thoughts of each individual alien is broadcast to the other Drones and the Queen for approval. Thus, any ideas or knowledge is instantly sent to the entire Hive.Aliens are completely devoted to the Hive, or creche, as they refer to it. To protect the creche and serve the Queen is all that gives meaning to the lives of the Xenomorphs. A Drone will sacrifice itself for the Hive without a moment of hesitation. Queens continuously transmit feelings of intense love and belonging. A Drone cut off from these feelings will suffer from a loneliness humans cannot possibly understand. Such an alien will try to return to the creche in any way possible. It is not known how far a Queen can broadcast such emotions, but the signal from a Queen Mother was strong enough for some humans on Earth to sense all the way from Hiveworld. Unfortunately, these feelings of love do not extend to species outside their own. Everyone else is viewed as to their benefit to the creche, either as hosts or as food. They have no concepts of peace or co-existence. To them, only the Xenomorphs should survive. The aliens have no dreams of conquest or any other such motivation, living only to decimate all other races. One of the most terrifying aspects of the Xenomorphs is their racial memory. Once something is transmitted to the Queen, all of her future offspring will remember it. For this reason, the Xenomorphs became progressively more difficult to deal with throughout the films. All aliens in the second through fourth films were descendants of the same Queen. Thus, all remembered every encounter they had with humans and how to deal with them. An entire Hive learns at the same time. This kind of intelligence makes the Xenomorphs even more dangerous than previously believed. A strategy or trick that worked on one alien won't work on any of the others from the same Hive. In all likelihood, good ideas will be used right back upon their enemies. Few species could stand up against such creatures for long, and so far mankind has been lucky.
Royal JellyThe mysterious substance known as Royal Jelly is found only in the heart of a Hive, in the chamber of the Queen. It is this substance that is fed to aliens to cause them to grow into Queens when it is time to expand the colony. The uses of the Jelly are tremendous to humans as well.After Earth was reclaimed from the Xenomorphs, scientists began studying the Jelly and its uses. The result was a drug called Xeno-Zip (referred to as Fire in slang), produced by the chemical company Neo-Pharm. Upon taking a capsule of this, human senses, abilities, and endurance were heightened dramatically. Of course, the military decided to use it for "super soldier" experiments. Unfortunately, Fire has many drawbacks. First of all, it is the most addictive drug ever designed. It takes an iron will to be able to stop taking the drug after trying it even once. Also, the threats of overdose are very serious. A person being burnt up by Fire is a terrifying sight. The instincts of rage become so great that a person will immediately attack every living creature around him until either himself or the object of his wrath is destroyed. No one has ever recovered from an OD on Xeno-Zip. A person taking a normal dose of Xeno-Zip adds one Die to ALL dice pools. An extra action may also be taken every turn until the drug wears off (1 Hour minus (Stamina * 10 minutes)). He or she gains all the benefits and drawbacks of Acute Senses of Sight, Hearing, and Touch. Willpower is considered 10 for the duration as well. When someone overdoses on the drug, they gain all of the above, plus all Health Levels are doubled. However, the poor person will attack any living being he can find until he is destroyed, or he dies when consumed by Fire (same duration as above). Rarely, a person will not go on a killing spree but will instead push himself beyond the brink. For example, a runner overdosed during the Goodwill Games and ran himself through a metal grate. Needless to say, it was fatal.
HiveworldHiveworld is the home of the aliens living in this quadrant of the galaxy. This is not the homeworld of the Xenomorphs as a whole, only the ones encountered by man. The planet orbits the star Achilles II, the fourth of ten planets. It is planet G-435, a class M planet covered in a shallow, toxic ocean. The clouds are thick and somewhat poisonous to humans. Man can live for only a short time without a environmental suit of some kind. The greenhouse effect is rather intense, with a humid, steamy atmosphere the result. The ground is flat and rough, with fungus-like plants growing from the noxious water. Brutal winds scour the surface and the gravity is somewhat higher than on Earth.The planet is ripe with seismic activity; earthquakes are common and volcanos dot the landscape. There is very little to welcome visitors, and the inhabitants are even worse. Not only does the planet swarm with Xenomorphs, but other predators prowl the barren land. Massive, winged reptiles patrol the skies in search of prey. Their wingspans are at least twenty feet across and their mouths are huge and lined with sharp teeth. Interestingly, these creatures don't hunt the Xenomorphs. At one time, the planet was host to two huge alien Hives, home to thousands upon thousands of aliens. The two Hives were engaged in a genocidal war (see Red Ants below) when discovered by humans. As a gift, the humans left a nuclear bomb in each Hive, blowing them from the face of the planet. It is unknown if Xenomorphs from either race survived past the 22nd century on G-435; however, given the aliens' proven ability to survive, count on it.
Abilities and Characteristics
Combat
*A Grappled opponent may be drug off to the Hive, or bitten at Difficulty of 4.
Alien/Human CrossbreedsThere are two basic types of crossbreeds, aliens with human characteristics, and humans with alien characteristics. First, the alien. In the film, the alien crossbreed had a grey carapace and was bipedal and had a humanlike skull that was greatly elongated. This being had human eyes and a hole that functioned as a nose. Unlike its relatives, this new alien had no toothed tongue within its mouth (in the novel, it does). It was somewhat larger than the typical alien and was hostile towards both aliens and humans. It had red blood rather than green but was still somewhat acidic.The clone Ripley appeared almost completely human; however, she had many special attributes, notably her enhanced physical strength and stamina. At one point, she punches her way into an access panel. She also punches a large mercenary and sends him across the room. She had some mental abilities similar to that of the aliens, but she was not dominated by the Hive instincts.
Player Character CrossbreedsThe most common crossbreeds would be created by scientists of some sort, such as Progenitors, Sons of Ether, Pentex, etc. Of these creations, 1 in 20 would be fertile, capable of breeding with others of their kind. Their children would be fertile as well. A crossbreed could also breed with a human, but this could be extremely hazardous to their mate, especially for males (see details on crossbreed blood below). Children from such a mating would be human, but with short tempers and violent tendencies.All player character crossbreeds are humans with alien traits. They possess heightened senses beyond human norms (all crossbreeds have the Merits Acute Hearing and Acute Sense of Smell). They are also much tougher than humans, having a maximum Strength and Stamina of 6. It is important to note that their bones and muscle tissue are much stronger than human norm; thus, what appears to be a small woman could possess the strength of a large body builder. Their fingernails are green and sharp and made of the same silicon base as a Xenomorph carapace; thus, they are extremely strong. They can use these to inflict Strength +1 non-aggravated damage. Crossbreeds are able to heal severe injuries, recovering from wounds three times faster than a human would. They also do not scar. They cannot, however, regenerate lost limbs or organs. A crossbreed can be extremely dangerous when wounded, as they have inherited the acidic blood of the Xenomorphs. This blood is nowhere near as caustic as a pureblood but is still hazardous. The red blood of a crossbreed inflicts 3 points of aggravated damage rather than the 5 points from a Xenomorph. It is handled in all other respects, exactly the same way. This blood will damage all that it touchs, including clothing, weapons, friends, and anything else it comes in contact with. Also, a human male having sexual relations with a crossbreed must be wary, as any blood will be a disaster. Crossbreeds are immune to the blood of Xenomorphs and other crossbreeds. The crossbreeds share many mental patterns with their alien relatives. This tends to make them act in a manner many would consider "alien". Thus, no crossbreed may have a Humanity rating above 5. They are also prone to violence, having a Rage pool just like a Garou. This pool can be used to gain extra actions like a werewolf, etc. Xenomorphs are able to communicate with crossbreeds, and the aliens will not attack one, as it seems to them as "one of the family". The only exception to this is when the Xenomorphs are attacked by a crossbreed. A crossbreed can sense and understand the "language" of the Xenomorphs without a problem, but being individuallistic rather than hiveminded, they do not have to obey the commands of the Queen. It is important to note that crossbreeds share the same racial memory as the Xenomorphs; however, a crossbreed will not transmit knowledge unless actively trying to do so. Crossbreeds are built upon an attribute base of 7/5/3 like a new vampire. They also have an ability base of 13/9/5. They have no natural aggravated attack, unless they care to wound themselves to get at their blood. Vampires cannot gain nourishment from a crossbreed, and trying to do so will probably severely injure or kill the Kindred. A crossbreed can be ghouled, however. If this is done, their acidic blood is diluted greatly, inflicting only 1 point of aggravated damage. The crossbreeds cannot become lycanthropes (see Lycanthrope: The Changing). If drained of blood, a crossbreed can be Embraced by a vampire; however, like the ghouled crossbreed, the new vampire would have slightly acidic blood. Crossbreeds cannot Awaken, but they could theoretically be taught hedge magic.
Red AntsA few years after the aliens took control of Earth, mankind visited Hiveworld. They captured the Queen Mother and took her to Earth to use as bait. With the Queen gone, some surprising changes took place on Hiveworld. Apparently, the Queens weed out genetic deviants from the Hive, but without a Queen, this didn't happen. While a new Queen Mother was growing from a Drone, a number of deviant Drones were born. Being different, they fled the Hive. After moving about a hundred miles away, they started a colony of their own, and a Queen was born.These new deviants developed a distinctly red hue to their exoskeletons. Once the new Queens assumed control of their respective Hives, they immediately went to war to destroy each other. Both sides bred thousands of Drones and attempted to commit genocide upon each other. They were at a standstill until the humans came and nuked both Hives. The "Red Ant" aliens were unique to Hiveworld, and they may well be an extinct breed; however, if even one survived, mankind may well encounter them again. Fortunately, the xenophobic nature of the aliens means that the Reds and Blacks will war with each other whenever they encounter one another. The greatest threat to the Xenomorphs could be themselves. The genetic differences were the appearance of recessive genes (such as coloring) that had no effect on the abilities of the Red aliens. They are exactly like the Blacks in every aspect except for some minor changes on a genetic level that makes the Blacks want to exterminate them. An infestation of Red aliens would be the same to humans as that of a Hive of Blacks.
Exotic AliensThis section is entirely optional, and it is included here due to overwhelming requests for its design. As anyone who has seen the Alien films knows, the Xenomorph in Alien3 was birthed from a dog and was somewhat different than the previous aliens. Also, Kenner released a huge number of action figures of various exotic types of aliens. These figures took on characterstics of the host species to produce very strange and exotic alien Drones. Thus, requests have come flooding in requesting details on all these special breeds.Alien Queens never develop exotic characteristics from their hosts, the Queens are the source of Xenomorph perfection, and that is unwavering. Each Queen will look like every other Queen. Likewise, the facehugger aliens are always identical. As they are born without a host, there is no basis for exotic facehuggers. All Drones share some common characteristics as well. Coloring is always black (or red if of that breed), they always have the acidic blood, armoring, ability to spit, communicate the same, share the same ferocity, senses, resilience, and Hive Mind. Their size, methods of attack, and other physical attributes may change due to their body shape. A Hive may have one or one hundred different "types" of aliens in it, depending upon the availability of hosts. A Hive born entirely of human hosts will all be exactly alike, but one with access to humans and cattle would have two different types of Drone. For simplicity, the Storyteller should choose the dominate strain of alien in the Hive that players will encounter if they roam. Humans often make the mistake of believing the Xenomorphs are savage animals. Unfortunately, this is not the case. The Queen will utilize the special abilities of her children to best advantage. A Hive with a large number of hosts becomes even more dangerous and less predictable.
United States Colonial Marine CorpsInstated in the year 2101 A.D., the USCM is the United State's interstellar combat force, able to operate on land, sea, air, and space. The Corps are divided into three divisions, Sol, Eridani, and Herculis. The USCM is a full part of the United States military, and is centrally commanded in Washington. By man's second encounter with the Xenomorphs, in 2179 A.D., the USCM stood at 165,000 with an additional 50,000 in reserve.Due to advances in technology, military units have become smaller, able to perform tasks it took many more men to accomplish in the past. The smallest division is a rifle squad, made up of a Corporal, Lance Corporal, and two Privates, each paired into two man teams: a Rifle Team, and a Gun Team. A section is composed of two squads led by a Sergeant accompanied by a driver for the M577 APC. If needed, a UD-4 Cheyenne dropship and crew are added to the section. A rifle platoon is made up of two sections, and it is led by a lieutenant and often supported by an android advisor.
USCM Offensive WeaponsThe real strength of the USCM is their weaponry, which far outpowers anything ever dreamed of in the 20th century. It is possible that this kind of equipment be in use by Technocracy mages, which is a perfect way to bring such high-tech weapons into a modern Chronicle.
M41A Pulse Rifle: The standard assault rifle of the USCM and U.S. Army, it commonly has an undermounted PN 30mm grenade launcher. The rifle has a retractable stock and can mount a 3x AN/RVS-52 CCD telescopic sight. The gun fires standard U.S. M309 10mm X 24 210 grain caseless high-explosive armor piercing (HEAP) rounds. The rounds are designed to pierce body armor and explode moments after impact. The gun operates using electronic pulses and must be recharged after every 10,000 rounds. It has a LED display showing the number of rounds left in a clip, and standard practice is to only load magazines to 95 rounds due to their tendency to jam. The rifle can be set to single, four-round burst, or full automatic fire. PN 30mm Grenade Launcher: The grenade launcher is designed to be attached to the M41A assault rifle, and does not work as a stand alone weapon. It must be hand-loaded (four round capacity), and it is armed with a pump action. Once primed, it can be fired from a trigger in front of the magazine. A variety of ammunition can be utilized in the launcher.
M56 Smart Gun: The M56 is the standard issue machine gun for the USCM, being pulse operated and firing the M250 10mm X 28 caseless HEAP round. It is operated from a gyrostabilized, self-steering bracket. The gun auto tracks targets and when fired, shoots for center mass. Its ammunition has a variable fuse setting for the delay of explosion. It can be optimized for soft or hard targets. The gun is powered by a DV9 lithium battery which can fire up to 50,000 rounds before being recharged. The gun can be set to a four-round burst or set on full automatic. M240A1 Flamethrower: This rifle-like flamethrower does not have an accompanying fuel pack, instead having a canister of napthal attached like a clip. Each canister can fire for about 20 seconds of sustained fire, or around 20 one second bursts. Much like napalm, the flaming liquid burns underwater, and it is difficult to remove. Once lit, it blazes for about thirty seconds before being consumed. Note, while ignited napthal will burn underwater, the M240A1 cannot be fired underwater. M42A Scope Rifle:This is designed as a high-power sniper rifle which can fire the M250 round like the M56 Smart Gun, or it can chamber its own match grade M252 HEAP 10mm X 28 caseless round. It includes a flash suppressor and bipod. Also, it has a twenty power scope with image, infrared, and electromagnetic emissions displays. M4A3 Pistol: One of the few weapons of the modern USCM that closely resembles a weapon from the 20th century, this hardy pistol has not changed much over the past 60 years. Other than being crafted of lighter and more durable materials, this pistol strongly resembles the Colt automatics of the 1990s. It chambers the old fashion 9mm Parabellum ball ammunition. There is an experimental M901 round that has a metal core and encased in resin. The idea is that the resin shatters when impacting armor, allowing the metal core to continue unimpeded. While effective, there are problems with achieving terminal results. M5 Rocket Propelled Grenade: Resembling a bazooka, this is a shoulder-fired weapon designed for use against light armor and bunkers. The M5 contains a single 60mm hypervelocity spin-stabilized HEAP rocket, and it can be manually reloaded. The M5 has a four power scope, and it also releases backblast when fired. Care must be taken not to injure others or oneself when firing the weapon in tight quarters. M78 Phased Plasma Infantry Gun: The PIG is one of the most powerful weapons in the USCM, but it is also one of the slowest. The weapon is a 15 megawatt system that fires a vaporized Cadium Telluride pellet at hypervelocity for devastating effect. Unfortunately, it takes about three seconds for the weapon to fire, making it difficult to hit moving targets. For armor piercing, the PIG can't be beat, being able to blast through even the heaviest of tank armor. It looks like a bazooka attached to a large battery pack. M83A2 SADAR: The shoulder-launched active-homing disposable anti-tank rocket is the 22nd century's version of the LAW anti-tank weapon. It uses IR targeting to lock on, making it a fire-and-forget weapon. It is a single-shot disposable weapon, and it does have a backblast. Once locked onto to a target, it seeks the hottest part of the target (which is typically the engine of vehicles) and adjusts course to strike it. The warhead is HEAP and can penetrate light and medium armor. The guidance system can be turned off allowing it to be fired at targets without an IR signature (like a Xenomorph). M112 HIMAT: This is a high powered missile launcher designed to destroy tanks and other heavy armor. It can be linked into a sensor matrix (see below) for perimeter defense and can launch at land as well as airborn targets. It consists of a launch tube and bipod (resembling a mortar), and it can be reloaded in the field. When fired, the HIMAT accelerates to Mach 4.5 (yes, this does produce a sonic boom) and rockets towards its target. Like the SADAR, it determines optimum location for impact. Just before impact, the warhead explodes, projecting a tungsten rod forward at the target, penetrating most types of armor.
USCM Defensive SystemsOver the years, the USCM has learned that sometimes the best offense is a good defense. Standard procedure is to set up a perimeter defense in all hostile environments. With the number of hostile aliens encountered throughout space, this is absolutely necessary. To this end, the marines have developed an astounding array of defensive devices.The most important part of a defense system is the setup of a matrix. The matrix consists of overlaping sensors with infrared imaging, electromagnetic emission, IFF (Identification Friend Foe) transponder, motion tracking, lidar, radar, and robotic sentry. It is extremely difficult to penetrate a matrix, but it is not impossible. Stealth equipment does exist, and where there is a will, there is a way. After the matrix is in place, smart weaponry can linked in, allowing automated defense to handle the perimeter. M3 Personal Body Armor: The dangerous weaponry of the 22nd century has necessitated the design of strong body armor. Not only must it protect against small arms fire, it must also protect against artillery and explosions. M3 is constructed of layers, including an outer plate of titanium aluminide over a boron carbide core bonded to a layer of graphite-composite carbon-fiber. Under this is a woven mesh of Venlar (next generation Kevlar). The multi-piece armor protects the torso, shoulders, groin, knees, shins, and backs of legs. Head protection is achieved with an M10 ballistic helmet. The armor is designed to afford maximum protection with the slightest encumberance. M3 armor provides level 4 armor rating and imposes a movement penalty of 1. Note that M3 armor is effective against firearms, impact, edged weapons, fragmentation, and lasers. It will also protect against the blood of the Xenomorphs, but it will be destroyed if used thusly. Motion Tracker: This handheld device emites ultrasound bursts and relies on doppler-shift to detect motion in the scanned area. Outdoors, the system can detect movement up to 1000 meters away. However, indoors walls and other obstructions can cut this down to as little as 20 meters. The sounds bursts can be detected by electronic listening devices and can be used to target someone carrying the unit, thus they are often used when hunting beings without high tech equipment. The devices filter out small movements, such as crawling insects and rustling leaves. A creature moving extremely slowly can by-pass the system without setting it off. UA 571-C Remote Sentry Weapons System: The UA 571-C is a smart weapon that can be setup by a marine in close to three minutes. It has a tripod stand, battery pack, sensor array, gun assembly, and 500 round drum magazine. The sentry gun can be linked to a matrix, or rely on its own IFF, ambient light optics, lidar, and ultrasonic motion detection array to identify targets. It can fire in a 360 degree arc and fire up and down. The pulse action receiver chambers the M250 10mm X 28 HEAP round (identical round fired by the M56 Smart Gun). The weapon can be set to auto fire or to signal a sentry and ask for instruction when a target is detected. The weapon fires most optimal round grouping and number to eliminate the identified target. The smart system fires with a difficulty of 7 and 9 dice of damage. There are two variants, the 571-D and the 571-F. The 571-D mounts a 20 megawatt high frequency laser which is identical in every way except that it can fire 50 times and inflict 10 dice of damage with a difficulty of 6. The 571-F mounts a 30mm grenade launcher that fires the same rounds as the PN 30 mm grenade launcher. This model hits with a difficulty of 7 and can fire 40 rounds of grenades.
Environmental ConsiderationsThe highly destructive weapons employed by the USCM force their operators to consider their surroundings. The standard issue M41A pulse rifle fires armor piercing, exploding bullets. Such is important to remember when firing in a forest where it would be easy to accidentally fell trees atop yourself or your allies.In the film Aliens, the marines could not fire due to risk of causing a nuclear meltdown. Imagine a stray bullet going through the hull of a space ship! Heaven help the poor soul who fires a M240A1 flamethrower in an air-sealed environment, such as in a dropship. A sustained firefight inside of a building could easily bring down the roof. Another factor that anyone fighting the Xenomorphs must consider is the acidic blood of the aliens. This super acid can eat through just about anything, and it is extremely hazardous on a battlefield. For example, shooting at an alien above you would most likely result in an acid bath from above. Fighting on multiple levels can be exceedingly dangerous to allies below your position. Shooting an alien on the third floor of a building will result in acid running straight down through all of the lower levels. Careful planning must always be taken in order to combat the Xenomorphs effectively. Poor decisions can lead to avoidable casualties.
H/K Berserker TeamsAfter the devastating Alien-Earth Wars, the USCM was seriously depleted of soldiers and resources. With Xenomorphs (often referred to as XTs) scattered all over the galaxy, mankind must be ready to fight them at any moment. This is where the Berserkers come in. A Berserker (or Hunter/Killer) team consists of a USCM commander, a technician, several "volunteers", and a MAX system. A MAX (Mobile Assault Exo-Warrior) system is a ten ton robotic suit interfaced with a human being inside. The human is surgically adapted for the interface and spends his entire life in the suit. When the MAX is needed, a tech fires up the suit which pumps hyper levels of adrenaline into the human being and the MAX becomes a super soldier destroying all XTs in its path.Conversion to a MAX berserker is irreversible and debilitating. The human and MAX become one and cannot be separated. The exoskeleton is armor plated and is heat and acid resistant. The two arms are tipped with weapons instead of hands. One is tipped with a revolving liquid-propulsion 30mm grenade launcher and M41A pulse rifle. The other arm is a tricapacity M210 flamethrower unit. A fully loaded MAX carries 5000 rounds of M309 10mm X 24 HEAP rounds, 100 M38 HEAP grenades, and 60 napthal blasts. The computer tracking system allows the MAX to fire all weapons with a difficulty of 5. The thick dull orange armor of the suit is level 7 defense, meaning that most small arms cannot even damage the system. Additionally, the suit can wade in XT blood and not take damage. The volunteers in an H/K team are all long term convicts who are offered early release if they serve. There is a huge mortality rate in the teams, but for many convicts, it is their only chance at freedom. They are equipped like a regular USCM and sent into heavily infested areas. One of the volunteers is always a "baiter". This unfortunate individual wears a special mask and allows himself to be captured by Drones. This requires him to enter an infested area unarmed and "play dead". He will be taken to the center of the Hive and bound to the walls. The mask will prevent the "facehuggers" from being able to implant him (but it won't stop them from trying!). The "baiter" carries a transponder that the MAX uses to locate the center of the Hive and the Queen. Thus, man has found a way to use the alien's habits against them. Unfortunately, most of the "baiters" suffer from severe mental trauma. They continually surrender to the most dangerous creatures man has ever encountered, and there is no guarantee that the MAX will succeed in the rescue! Unfortunately, the people in the MAX systems are NOT volunteers. Even the techs who help run the MAX systems are unaware of this. It is important to note that a person can interface with a MAX without being surgically altered, but it is crippling. The the probe interface shoots into the brain stem and links directly. This inflicts 3 points of damage (soakable) and the link can only be maintained for a number of hours equal to the person's Stamina. Each time the person interfaces he loses a permanent point of Intelligence (this is an unavoidable loss) and risks gaining a permanent derangement.
Use in the World of DarknessHow do the Xenomorphs fit in the World of Darkness? The books and films take place in the future; however, there is nothing saying that they cannot be used in a modern day chronicle. The aliens make a perfect nemesis for a party of Void Engineers. Once encountered, they are hard to get rid of, so an expedition could easily bring some bugs to Earth, or even a Horizon Realm.
Chronicle IdeasThe InvasionAs in the books, the bugs arrive on Earth and breed faster than rabbits. It is up to the humans or the supernaturals to stop them. This type of chronicle works well for mortals; however, it also is a nice way to unite a group of diverse character types. They either work together or perish. Thus, vampires and werewolves could work side by side in the war. Mages would be very likely to be involved, especially the Technocracy, for they likely brought the aliens here to begin with. Wraiths may try to protect their loved ones. Of course, with a full-scale invasion, millions of new wraiths would be created very quickly. Umbra Exploration A Void Engineer ship encounters the aliens in deep space. The aliens could be on a derelict ship, strange planet, or aboard a Yautja ship. The Engineers could be in a fight for their lives much like in the films, or they could bring the aliens home for experimental purposes. They could break lose or some very interesting results could come of the experiments. Crossbreed The Void Engineers or Progenitors could create one or more human/alien crossbreeds. Appearing human, they could escape and try to hide in society using their enhanced powers to fend off "collection teams". Alternately, the crossbreeds could be an elite combat team. They would make excellent weapons against the Xenomorphs, since they can hear their communications. Would they remain loyal or try to join the Hive? Bug Hunt A ship of young Yautja in training (see Predator: The Hunt) have stocked a planet with bugs. Now they want to Hunt. Characters could play as Yautja in the Hunt, or they could be other races who have proven themselves worthy to Hunt with the predators. Werewolf and Yautja fighting back to back deep in the Hive? Genocide Characters could easily be caught in the middle of a race war between the Red aliens and the Blacks. It would be interesting to see how a troupe could use the genocidal tendencies of the aliens against them. This kind of war would make most sense some time after the Alien-Earth War, but a creative Storyteller could probably come up with a good reason to have the Reds come to exist "early". Semper Fi This is probably the most common Chronicle for those not wishing to mix the Xenomorphs and supernaturals. The characters play as soldiers in the United States Colonial Marines. Perhaps they are replaying the movie Aliens, or are taking on a mission at a point after the film. This type of campaign works well with the Invasion concept. LV-426 Something that is never mentioned in the movies, the explosion that wiped out Hadley's Hope on LV-426 was not near the derelict ship containing the Xenomorph eggs. Not only was the ship well outside of the nuclear blast, it was shielded from fallout by the Ilyium mountain range. For those who care to look, the ship is still there, and it still contains its lethal cargo!
StatisticsDrone:
Talents: Alertness 4, Athletics 4 (Climbing), Brawl 4 (Bite), Dodge 2, Intimidation 5 (Physical) Skills: Survival 3, Stealth 4 (Silence), Security 2, Spit 4, Hunting 3, Tracking 3 Willpower 8
Facehugger:
Talents: Alertness 3, Athletics 3, Brawl 2 (Facehuggers may only Grapple), Dodge 2 Skills: Stealth 4 (Hiding) Willpower 6
Queen:
Talents: Alertness 3, Athletics 3, Brawl 4 (Bite), Dodge 1, Intimidation 5 (Physical) Skills: Stealth 2, Survival 3, Spit 3, Security 2 Willpower 9
Queen Mother:
Talents: Alertness 3, Athletics 3, Brawl 5 (Bite), Intimidation 7 (Physical) Skills: Stealth 2, Survival 3, Spit 3, Security 2 Willpower 9
Alien Crossbreed:
Talents: Alertness 3, Athletics 3, Brawl 5 (Bite), Dodge 2, ntimidation 5 (Physical) Skills: Stealth 2, Survival 3, Security 2 Willpower 8
BibliographyWithout all of these sources, this work would not have been possible.Movies: Alien, Aliens, Alien3, Alien Resurrection Novels: Alien Harvest, Alien Resurrection, Berserker, Genocide, Labyrinth, Rogue, Alien-Earth War Series: Book I: Earth Hive, Book II: Nightmare Asylum, Book III: The Female War, Aliens vs. Predator Series: Prey, Hunter's Planet, War Other Books: Colonial Marines Technical Manual Video Games: Aliens vs. Predator |