recursal/Fanatic-Fandom huggingface dataset:
Frontier

Back to Systems and Planets

Along the edge of explored space lies the Frontier. It is a free-for-all land of opportunity constantly expanding the boundaries of known space. Beyond that lies darkness.

The Frontier is the farthest known area of space within any territory—and it’s where you are most likely to be spending your time trying to build a life and make a buck. While the Outer Rim might be beyond the Outer Veil, the void is vast, and the Frontier cuts through the Outer Veil and Outer Rim before moving on into the unknown depths of space. Sectors which touch upon the Frontier include Tartarus, Bao Sau, and Sector 87. As such, some planets and systems on the Frontier are also located within those areas. Frontier stations such as Anchorpoint act as a neutral zone for all corporations and governments. Backwater colonies like Bowen’s Landing, LV-492, and LV-422 lie on the Frontier along the Far Reach of the American Arm—an area of UA aggressive expansion that extends well past the Outer Rim. While part of the United Americas and protected by the Outer Rim Defense Fleet, mining and shipping hubs like Thedus and the Solomons are open to all entrepreneurs and pioneers. There are well-established star lanes to and from these distant worlds, but the space those routes cross through is between Frontier zones and therefore uncharted, unexplored, and dangerous. It’s always recommended that ships stay at FTL speeds in these sectors.

Khadaji System

Alpha Caeli System

Gamma Leporis System

GL259

* Isca
	+ LV-216
	+ Arceon

Epsilon Reticuli System

Tanaka System

Zeta Reticuli System

* Sevastopol Station
* LV-223
* LV-426
Fire

Back to Other Hazards

A fire is measured in Intensity. A typical fire has Intensity 8. When exposed to fire, roll a number of Base Dice equal to the Intensity. For every (target) rolled, you suffer one point of damage. Armor can protect you.

If you take damage, you catch fire and continue to burn and suffer another attack at the start of each new Round. The Intensity increases by one each Round. As soon as a fire attack inflicts no damage, the fire goes out by itself. You, or a friend at ENGAGED range, can put out the fire with a successful MOBILITY roll (slow action).

If you are Broken by fire damage, or suffer fire damage when already Broken, you must make a Death Roll every Round until you die or you are saved by a MEDICAL AID roll.
Caterpillar P-5000 Powered Work Loader

Back to Suits and Armor

Commonly called a power loader, this mechanized exoskeleton power frame is used to transfer cargo as well as perform welding and other repairs. The exosuit amplifies your strength tenfold and is equipped with hydraulic claws for lifting and grasping. A roll cage protects your face while you operate one, and a webbed harness keeps you strapped in in case you take a tumble. The P-5000 is difficult to master, but a pro can make operating it seem as simple as walking. Many variants exist, including a weaponized version and a wheeled work loader for larger loads. HEAVY MACHINERY and CLOSE COMBAT +3, base Damage rating 3 in close combat attacks. Requires skill level 2 or more in HEAVY MACHINERY to be used.
Automatic Rifleman (Smartgunner)

Back to Military Occupational Specialty (MOS)

Smartgunners are a breed apart. The M56A2 smart gun’s servo mount may keep it steady, but it takes muscle to withstand the kickback and stay on target. You are tough and dedicated to your role as an asskicker in battlefield fire support—your buddies flush out the bad guys and you blow them away.

* KEY ATTRIBUTE: Strength
* SKILLS: Ranged Combat, Stamina
* TALENTS: Banter, Machinegunner, Overkill, Past The Limit, Weapon Specialist (M56A2 Smart Gun)
Armat XM99A Phased Plasma Pulse Rifle

Back to Rifles

Another prototype being tested by the USCMC, the extremely potent XM99A can kill a man and most creatures with a single shot. The weapon has a plasma charge build-up delay upon firing—so take care in lining up your target and make sure you hold steady. If you pull the trigger and check to see why it hasn’t gone off yet, you just may accidentally redefine the term “friendly fire.” This weapon must be aimed carefully (fast action) before it’s fired. The weapon consumes a lot of electricity, and you need to make a Power Supply roll after every shot (see page 34). Its battery has a Power Supply level of 5 when fully charged.
Encumbrance

Back to Your Gear

You can carry a number of regular-sized items equal to double your Strength rating without problems. A regular item is generally the size of a small bag and weighs no more than a few kilos.

HEAVY & LIGHT ITEMS: An item designated as heavy counts as two regular items, and typically takes up two rows on your character sheet. Some heavy items count as three or even four normal items.

At the opposite end of the spectrum, there are items that are designated as light—they count as half of a regular item, and so you can list two light items on one row on your sheet. Some light items count as a quarter of a normal item in terms of encumbrance—the weight of such items is written as ¼ in the gear lists.

TINY ITEMS: Items that are even smaller than light items are called tiny. They are so small they don’t affect your encumbrance at all. The rule of thumb is: if the item can be hidden in a closed fist, it’s tiny. Tiny items also need to be listed on your character sheet.

OVER-ENCUMBERED: You can temporarily carry up to twice your normal encumbrance limit, i.e. STRENGTH x 4 items. If over-encumbered, you must make a Mobility roll when you want to run or crawl in a Round of combat. If you fail, you must either drop what you are carrying, or stay put.
CBRN Detection Kit

Back to Other Equipment (Miscellaneous)

This Chemical Biological Radiological and Nuclear Detection Kit includes a Geiger counter, a biological and chemical agent diagnostic device, four doses of neurotoxin inhibitors, four emergency respirators (good for one Turn each before recharging), a pair of acid proof gloves and goggles, syringes, sampling tools, chemical detection paper, and four heat resistant specimen jars. Using this kit automatically detects the current Radiation Level (page 110 of the core rulebook) and any chemical or biological pathogen at the user’s location. It also gives the user a +2 modification to Sickness Rolls (page 109 in the core rulebook).
Company Reps

Back to Careers on the Frontier

Corporations have more power than governments on the Frontier. They own worlds, set up shop, and bring in the colonists, creating homes and jobs. From CEOs to field agents, each company sends out its own representatives to oversee their business ventures. Companies like Weyland-Yutani have been known to employ their own commando security teams, doctors, and scientists as well.

Also, there is big business in knowing your competitors' next move—so many corporations have their own counterintelligence personnel embedded in rival companies and governments. Being a company rep is all about the art of the deal and making sure the little people around you do their jobs so that you can make your next promotion.
Event Table A - Enlisted

Back to Field Events

11–13 - You picked up a maintenance jack during a colony siege. It got your squad into the heart of the complex where the fight was won. You kept hold of this useful tool, which works so well it gives an additional bonus +1 to HEAVY MACHINERY when using it.

14–16 - During a colony virus outbreak everyone ran out of ammo and your squad retreated to the Marshal’s office where you fought off the infected colonists. You still have the 12-gauge shotgun you used that day.

21–24 - You buck authority, given the choice of prison or the Corps, you chose the latter. You do your job but still don’t like being told what to do. Gain the Hothead talent.

25–31 - You threw yourself in front of a colonist and saved them from an insurgent attack. Your M3 armor saved you and you saved the colonist. You gained a Marine Commendation Medal and the Bodyguard talent.

32–34 - A headshot knocked you down, the bullet embedding into your helmet. You picked it out and still wear it today—the bullet that should’ve killed you. Gain the bullet as a signature item.

35–41 - Local alien wildlife ate the lieutenant and friendly fire took out the sergeant. You were the eldest of the young marines and they turned to you for their orders. You didn’t let them down. Gain +1 COMMAND skill.

42–44 - The MAU trained for Operation Crossbow, a secret attempt to seize a UPP space station. Gain the Zero-G Training talent. The op never took place or, if it did, your platoon did not participate in it.

45–52 - Your training days at Camp Pendleton were hell. A vindictive drill sergeant singled you out for merciless punishments. Gain the Tough talent.

53–55 - You risked your life to save your comrades and were awarded the Galactic Cross, the second highest award that the UAAC can bestow. Officers in the battalion give you special treatment which causes tension in your platoon.

56–62 - Manning a checkpoint on a war-torn colony world, you spotted suspicious behavior and shot the suicide bomber dead, saving a dozen lives in the process. Gain +1 OBSERVATION skill.

63–66 - You’ve got a good rapport with the company logistics sergeant and he’s always supplying you with unexpected or unconventional bits of equipment. Gain the Hidden Stash talent.
CN-20 Nerve Agent

Back to Chemical Weapons

This deadly nerve gas has lasting results on an enemy and anyone else unlucky enough to be within its range. When there are no other options, it’s time to roll out a canister or two. A single canister will affect everything within one zone. Roll a Stress Die at the start of each Round—on a (target), the gas dissipates.

In a contaminated zone, all humans without a hazmat suit must make a STAMINA roll with a –3 modifier each Round (before performing any actions). Failure means suffering one point of damage and STRESS LEVEL +1 now, and again in each following Round, even if the victim leaves the contaminated zone. If the victim is Broken while suffering the effects of a nerve agent, they must make a Death Roll every Round. The only way to save the victim’s life at this point is a hard (–2) MEDICAL AID roll.
Here Are the Facts

Back to Frontier Life

The year is 2183 -- little more than three years since the destruction of Hadley's Hope colony on LV-426, the disappearance of the *USS Sulaco*, and the closing of the prison and lead works on Fiorina 161. The loss of the *Sulaco's* Colonial Marine unit along with these Weyland-Yutani sponsored outposts, and the implications of corporate foul play stemming from these incidents, have created an air of distrust between the company and United Americas. Many Frontier worlds have found themselves caught in the middle of this rift and have been forced to make do without either the supplies or defenses they need to survive.

Crew Expendable - The only publicly made exposition of these events deal only with the aftermath on Fiorina 161. The book is titled *Space Beast* and is convict Robert Morse's alleged account of an alien "dragon" that overran the facility and brutally slew two dozen Double-Y Chromo inmates and their custodial staff.

The book gives credence both to talk of monsters and to rumors of Weyland-Yutani experimentation with bioweapons -- indicating they were more concerned about securing the creature for further study than saving lives. According to Morse, the hunt to capture the beast had spilled over from an incident on LV-426, and anyone who got in the company's way was expendable -- be they prisoners, soldiers, employees, or even colonists.

Although banned instantly, copies of *Space Beast* have been transmitted illegally through the colonies. The book has developed a strong following. Some see it as a fantasy, a welcome diversion from their normal lives. Others have embraced Morse's story and built a millenarian cult around it -- believing it to be a religious text and a portent of Armageddon to come.

This Time It's War - To add fuel to the fire, conflicts between the rival sectors of space have increased exponentially in the past five years. While unconfirmed, many believe Hadley's Hope was a test site for one of Weyland-Yutani's bioweapons and that an enemy state sent a warship to nuke it from orbit. Others believe that the company is working with a rogue nation to assume control of colonies on the Frontier.

As more and more Colonial Marine units are recalled and redeployed to new campaigns, Frontier colonists are becoming scared. Without the military, there is no-one to protect them from pirates, hostile lifeforms, or invasion. To compensate, many colonies have enacted their own law systems, electing Colonial Marshal's to oversee daily law enforcement. Some have even hired mercenary forces to protect their interests.

The 2180's are a dangerous time to be alive.
Epsilon Reticuli System

Back to Frontier

***THEDUS:*** Located outside the Outer Rim, Thedus was originally mistaken for a small gas giant due to its thick and cloudy atmosphere. Instead, it turned out to be a large terrestrial world with heavy metal deposits. The planet is rich in natural ores, a fact that Weyland-Yutani has taken advantage of for more than a century via extensive mining operations. Vast sections of the planet’s surface have been strip-mined, leaving behind huge gouges and deep canyon trenches. Much of the material exported from the far Frontier is routed through either Thedus or Anchorpoint Station before heading to the Outer Veil and Core Systems.

Due to a severe environmental accident in 2109, parts of the planet were rendered uninhabitable for many decades. A miners’ revolt over poor living conditions led to the troop carrier UAS Archangel being deployed to the planet in order to keep the peace. Through a series of classified events, the Archangel crashed, destroying one of the planet’s atmospheric processors and causing the deaths of over 15,000 civilians and marines. As of the 2180s, renewed terraforming has repaired much of the planetary damage, but Thedus’ atmosphere is still cold.

Thedus was the last port of call for commercial towing vehicle Nostromo before she went missing in 2122.
Dylan Hancock

**Dylan Hancock** (born 4 Sextilis 3859) is . Hancock was born in Crux, Aldum, but grew up in Brix before returning to his city of birth to start his professional career. Famous for his left foot, he has played both as a striker and a winger.

## Club Career

### Titan Crux

On 31 December 3878, Dylan Hancock was announced to have been signed by Titan Crux for a reported initial 3.5 million GP fee with clauses that would take it to 5 million GP.

## Honours

### Club

#### Titan Crux

* The Pinnaculum: 3881-82, 3882-83, 3883-84, 3884-85, 3885-86, 3886-87, 3887-88
* Sky Cup: 3878-79, 3879-80, 3883-84, 3884-85, 3885-86, 3886-87, 3887-88
* Primis Nationalis: 3880, 3884, 3885, 3886, 3887

### Individual

* Pinnaculum Top Goalscorer: 3881-82, 3889-90; runner-up 3880-81; third place 3882-83, 3887-88, 3888-89
* Pinnaculum Young Player of the Season: ; runner-up 3880-81; third place
* Pinnaculum Inimicus Optimus: runner-up 3882-83, 3888-89, 3889-90; third place 3881-82
* Pinnaculum Player of the Month: July 3878, February 3881, September 3881, March 3882, February 3884, October 3884, September 3887, August 3888, September 3888, January 3889, September 3889
How to Create Your Player Character

Back to Your Character

How you create your player character for Campaign play is explained in detail in this chapter. The summary below is a helpful overview. Grab a character sheet, a pencil, and follow these steps:

1. Choose your career.
2. Spend points on your attributes.
3. Spend points on your skills.
4. Choose your career talent.
5. Choose your name.
6. Decide on your appearance.
7. Decide on your Personal Agenda.
8. Choose your Buddy and Rival.
9. Pick your gear and a signature item.
10. Roll for cash.
Colonial Marine (Career)

Back to Your Character

*Most of your friends will never see another world… but not you. As soon as you were old enough, you signed up for the USCMC. The pay is crap and the food is worse, but you’ve always got a bunk to sleep in and you get to shoot all sorts of weapons at all sorts of things. Life in the Corps is never dull—but the luster has begun to fade. You’ve seen things that you’ll never be able to forget, and plenty you wish you could.*

* See Making Marines for occupation specialties and additional guidance in creating a Marine character

TYPICAL NAMES: Marcus Mullaney, Nik Elson, Vic Pasengrau, Kimi Diem, Tara Zanelli, Chrissy Lopez

* KEY ATTRIBUTE: Strength
* KEY SKILLS: Close Combat, Stamina, Ranged Combat
* CAREER TALENTS: Banter, Overkill, Past the Limit
	+ New Talents from the Colonial Marines Operations Manual: All-Terrain Driver, Bypass, Heavy Weapons, Hug the Dirt, Remote

YOUR PERSONAL AGENDA - Choose from the options below or decide for yourself.

* You are a decorated hero, you need to defend your reputation. At all costs.
* You once helped cover up a war crime -- no-one must ever know.
* The death of your buddy has spooked you -- now you secretly fear combat and confrontation. You need to overcome your fear.

SIGNATURE ITEM - Choose one of the following or come up with one yourself.

* Bullet that you survived.
* Lost friend's dog tags
* Trophy from a defeated enemy

APPEARANCE - Choose from the options below or decide for yourself.

* Crew cut
* Arm tattoo
* Scar
* Cold eyes
* Cocky grin
* Personalized body armor

GEAR - Choose two of the starting items below. You also get $D6x100 in cash.

* Armat M41A Pulse Rifle OR M56A2 Smart Gun
* M314 Motion Tracker OR 2 G2 Electroshock Grenade
* IRC MK.35 Pressure Suit OR M3 Personnel Armor
* Signal Flare OR Deck of Cards
Anchorpoint Station I

Back to Space Stations

*The first Anchorpoint Station was established in 2138 in the Neroid Sector, in response of the disappearance of Seegson Station LV-44-40 and the Wright-Aberra Waystation, as a science station and refueling hub to allow safe passage to and from the Frontier, in 2179 the station suffers a catastrophic reactor meltdown from unknown cause and was destroyed.*(https://avp.fandom.com/wiki/Anchorpoint\_Station)
Bao Sau Sector

Back to Outer Veil

A UPP area of space that borders directly on the Neroid and Tartarus Sectors, Bao Sau Sector is a vast area of barren, stripped worlds with a sprinkling of over-populated and under-fed colonies.

17 Phei Phei System

* 17 PHEI PHEI E (ZNOY OUTPOST): As a celestial body, 17 Phei Phei E is disappointing. The planetoid spins too slowly and is too small to capture its own atmosphere. The only thing of note in the system is the listening and monitoring post Znoy (Russian for “Heat”). Znoy is but one of many such posts across the UPP border, all connected by a grid of sensor satellites that record any incursions. Unfortunately, the sensors are rudimentary at best, so it is often difficult for the outpost staff to determine if an invasion fleet is on its way or if the grid has simply registered a rogue comet or stellar debris. While new arrivals here scramble to alert the UPP SOF Command of any contact, old timers know the drill.
Gliese 326-3827 System

Back to Borodino Sector

**GLIESE 326-3827B (BRACKEN’S WORLD) :** An aqua-culture colony world, Bracken’s World is covered with shallow seas and a small population of kelp farmers and their support facilities. It has abundant marine life, including large achelate crustaceans. Alphatech maintains an outpost among the kelp bed farms on this world and a mining facility on its moon.
Career

Back to Core Concepts, Your Character

The first choice for your character in Campaign play is your career. Your career choice determines your background and your role in the group. It influences your attributes, your skills, your starting gear and what starting talent you can have. There are nine core careers to choose from, described on pages 38—55.

Career descriptions can feel stereotypical, and they are meant to. Picking a career is a quick way for you—and the other players in the group—to get an immediate feel for your character. But remember that your character is more than just a career. Your career is merely a starting point toward creating a unique player character.

* Colonial Marine
	+ Making Marines
* Colonial Marshal
* Company Agent
* Kid
* Medic
* Officer
* Pilot
* Roughneck
* Scientist
Fast Actions

Back to Slow & Fast Actions

FAST ACTION - PREREQUISITE - SKILL

* Run - No enemy at Engaged range – N/A
* Move through door/hatch – N/A – N/A
* Get up - You are prone – N/A
* Draw weapon – N/A – N/A
* Block attack - Attacked in close combat - Close Combat
* Pick up item – N/A – N/A
* Shove - Enemy at Engaged range - Close Combat
* Grapple attack - You’ve grappled an opponent - Close Combat
* Retreat - Enemy at Engaged range - Mobility
* Aim - Ranged weapon – N/A
* Seek cover - Cover in same zone – N/A
* Assume overwatch position - Ranged weapon – N/A
* Grab the wheel - Vehicle – N/A
* Drive - Vehicle - Piloting
* Enter/exit vehicle - Vehicle – N/A
* Use item - Varies - Varies
Communications on the Frontier

Back to A Hard Life Amongst the Stars

Interstellar space is vast. Transmissions are not instantaneous, sometimes taking weeks or months to reach the recipient. Fortunately, Weyland-Yutani has built a sophisticated communication satellite grid surrounding most inhabited sectors of space. Known as the Network, all signals are routed through it, sometimes bouncing off of thousands of comm arrays before reaching their destination.

Intersystem communications are much more immediate, ranging from real time to a short lag, depending on how far out one is from the recipient.

Massive antenna arrays and satellite dishes dominate spacecraft, stations, and ground facilities, and a viable hard-wired uplink to them is necessary for transmissions of any kind. Both interstellar and intersystem long distance personal calls can be extremely expensive, and if there are few comm facilities available or there is high comm traffic across the Network, you can find yourself waiting days before you receive authorized time for that critical call.

As it can take extended periods for a reply, most colonial general managers, marshals, and military commanders are forced to make decisions based on their personal interpretation of policy without the approval of the company or Colonial Administration. As life out on the ass-end of space can take its toll on the psyche, this sometimes leads to bizarre extrapolations of laws and procedures.

LOST IN TRANSMISSION: No one can hear you scream, but you can hear a star sing. Space is also noisy. Pulsars, black holes, and other stellar phenomena all produce transmissions on a wide variety of frequencies. Communication buffers weed out these errant signals, but because of this, legitimate transmissions with weak signals can sometimes be lost in the mix.

Intersystem call cards are tied directly to a specific recipient. These cards provide you with a direct line to your loved ones—Network and distance permitting. Often used as business cards by corporate reps, these transparent prism plastic cards will automatically connect to the rep’s receiver when inserted into a comm terminal. The charge is usually billed to the company, but can legally be reversed if a corporate deal goes sour.
Actions & Initiative

Back to Combat & Panic

When the enemy is revealed, stealth mode is over and actual combat starts. Stop counting Turns and start counting Rounds. The first step is to determine who has the initiative. Do this before anyone rolls dice for an action (except for sneak attacks, see page 90).

Drawing the Initiative

* Changing the Initiative

Slow & Fast Actions

* Marking Your Actions
* Helping Others

Movement

Ambushes & Sneak Attacks

* Sneak Attack
* Ambush
Company Agent (Career)

Back to Your Character

*You’re hungry. Space is full of opportunity, and you’ve been assigned to the Frontier* *to find the next big thing. From insider information to new mineral deposits—or even a hitherto unknown life-form to exploit—it's up to you to score a win for the company and use it to catapult yourself up the corporate ladder. You tend not to form long-lasting attachments, instead viewing everybody as a commodity to capitalize on. Worry about others later. Right now it’s all about the bottom line.*

TYPICAL NAMES: Conrad Schmidt, Alexander Balconi, Ryan Middlebrook, Michiko Nogumi, Sheridan Lamara, Mercedes Prince

* KEY ATTRIBUTE: Wits
* KEY SKILLS: Comtech, Observation, Manipulation
* CAREER TALENTS: Cunning, Personal Safety, Take Control

YOUR PERSONAL AGENDA - Choose from the options below or decide for yourself.

* You are greedy for power and never miss an opportunity to get ahead.
* The Company is holding back information from you. What? And why?
* You are a nice guy, but the Company is blackmailing you to do its dirty work. Get even.

SIGNATURE ITEM - Choose one of the following or come up with one yourself.

* Letter of corporate authorization
* Divorce papers
* Employee of the Year award

APPEARANCE - Choose from the options below or decide for yourself.

* Icy glare
* Disarming smile
* Expensive Rolex
* Unique signet ring
* Tanned
* Elaborate hairstyle
* Emotionless stare
* Monogrammed silk tie

GEAR - Choose two of the starting items below. You also get $2D6x100 in cash.

* Leather briefcase OR Chrome briefcase
* Gold-plated pen OR Rolex watch
* Data transmitter card with corporate clearance level OR M4A3 Service Pistol
* D6 doses Neversleep OR D6 doses Naproleve
AFV Marine

Back to Military Occupational Specialty (MOS)

When the squad gets itself in the shit, you are the one who has to come bail them out. You are part of the crew of a marine Armored Fighting Vehicle (AFV) such as an APC or tank. Whether driver or gunner, you share responsibility for your vehicle’s maintenance and repair.

* KEY ATTRIBUTE: Agility
* SKILLS: Piloting, Ranged Combat
* TALENTS: All-Terrain Driver, Banter, Heavy Weapons, Overkill, Past the Limit
Hug the Dirt

Back to Colonial Marine Talents

With this talent you’re able to maximize cover from incoming ranged attacks when you’re down on the ground, forcing an attacker using a ranged weapon at MEDIUM Range or more to take a –2 modification. Going prone does not require an action, but you can only do it on your own turn. Getting up is a fast action. This talent can be combined with the effects of cover.
Comtech (Wits)

Back to The 12 Skills

Programming androids, mainframes, and other types of advanced technology requires specialist knowledge. Roll for COMTECH for any challenging attempt to program, repair, decrypt or otherwise manipulate any type of computer or communications technology.

FAILURE: No matter what algorithm you try, it just won’t work. And what if you inadvertently triggered the alarm?

SUCCESS : The code is like music, and you play it beautifully.

STUNTS: For each extra (target) rolled beyond the first, choose one stunt applicable to the situation:

* Gain a +1 modification to a later skill roll relating to this one.
* You don’t need to roll to overcome the exact same challenge in the future.
* You do it quickly, in half the time it would normally take.
* You get new or unexpected information (GM’s choice).
* You hide your tracks.
* You show off.
Emergency Repairs

Back to Engineer Actions

A minor or major component damage (see next page) is hastily repaired. Roll for HEAVY MACHINERY or COMTECH (or both) as indicated by the table on pages 198–199. The repair is just a quick fix—it requires no spare parts, but it will only hold for one Shift. For permanent repairs, see page 200.
Armat U1 Grenade Launcher

Back to Heavy Weapons

This 30mm pump-action is typically found as part of the M41A Pulse Rifle, but individual units do exist. Standard payload for the U1 is M40 High Explosive fragmentation grenades, but the launcher accommodates a variety of other grenade types from smoke and flash grenades to electronic G2 Electroshock Grenades (below). When facing superior numbers, the U1 is your friend—don’t enter an alien hive without one. Well, don’t enter a hive with one, either. Just stay away from the hive. Okay?

A target hit by a frag grenade suffers explosion damage (Blast Power 9) plus one extra point of damage. All other targets in the same zone suffer explosion damage. A smoke grenade causes no damage but blocks line of sight inside, into, and out of the target zone. A flash grenade forces all targets in the zone to make an immediate STAMINA roll (no action) or lose their next slow action. If a grenade misses, it lands in a random adjacent zone.
Critical Injuries

Back to Damage

As long as you still have Health left, damage points represent fatigue, bruises or smaller cuts—painful, to be sure, but possible to overcome. Critical injuries represent a much more dangerous form of injury. These can maim or kill you. When knocked down to zero Health, roll a D66 on the critical injury table on page 100.
AG-4550 System

Back to New Eden Sector

AG-4550.02 (ALEXANDRIA COLONY): A highly developed and industrialized world with a thriving population, Alexandria Colony is where company execs retire and corporations hide their profits from prying government eyes. As the planet is hot and dry with few large bodies of water, major settlements are located close to the poles and along coastal regions. Atmospheric processors dating back to the Weyland Era dot the surface, maintaining nearly ideal living conditions while an advanced irrigation system and dedicated agricultural programs have all but eliminated the need for imported supplies. A nearly self-sufficient world, Alexandria is also the capital of the Independent Core System Colonies. From here the Central Space Consortium controls the ICSC in the form of a democratic republic comprised of representatives from corporations with a stake in the well-being of the ICSC.
Cover

Back to Ranged Combat

When bullets start flying, you’ll do well to seek cover behind something sturdy. Unlike blocking in close combat, you need to find cover before someone shoots at you. Taking cover behind something in the same zone as you is a fast action. Cover has an Armor Rating and works just like armor (see the table to the right). When you're hit by a ranged attack, roll a number of Base Dice equal to the Armor Rating. Each (target) you roll lowers the damage by one point. Cover and armor can be combined, simply add the Armor Ratings.

* NPCs and Cover - Typically, NPCs don't take cover in combat. The GM can override this rule however, when dramatically appropriate.
Crew Positions

Back to Space Combat

Spaceship crews can vary greatly, from a single person to scores of people. Typically, crews are divided into the following positions during combat. For very small ships, a single person can fill two or even more positions. Note that a MU/TH/UR or similar ship computer mainframe can fill any or all of the crew positions if needed.

* Captain - In overall command of the ship. Gives orders and draws initiative.
* Sensor Operator - Operate the ship sensors, using the COMTECH skill.
* Pilot - The person at the flight controls. Makes PILOTING rolls for ship maneuvers, modified by the ship’s Thrusters rating.
* Gunner - Fire the ship’s armaments, using the RANGED COMBAT skill. Each weapon or countermeasure generally requires at least one gunner.
* Engineer - Make emergency repairs, using the COMTECH or HEAVY MACHINERY skill.
Calpamos

Back to Zeta Reticuli System

A large, ringed, and ruddy brown gas giant, Calpamos is the fourth planet in orbit around Zeta2 Reticuli. The planet itself is unremarkable and it is best known for the tragic rumors surrounding incidents that supposedly occurred within its system of moons.

LV-223 - Orbiting Calpamos, LV-223 is a desolate, near Earth-like moon with sprawling deserts and mountainous valleys. Unfortunately, its atmosphere contains a deadly concentration of carbon dioxide, making it unbreathable by humans, and the moon is prone to deadly and swift-forming silica storms. The little data there is on LV-223 is compiled from garbled transmissions sent back to Weyland Corp Headquarters by the USCSS Prometheus mission in the 2090s. Various rumors claim it to be the site of a starship graveyard, a plague-ridden world covered in strange and ancient extraterrestrial ruins, and the home of several deadly species of fauna. Regardless, starship crews steer clear of LV-223 in search of brighter skies and greener pastures.

LV-426 - With a rotation period of two hours and a gravity of .86 Earth Standard, the moon called LV-426 is a barren and inhospitable rock in space. Daytime is a perpetual twilight and nighttime is cold and dark. Cataloged by a French deep space probe in the 2040s, the moon remained unexplored for the next century. In 2122, the USCSS Nostromo touched down on LV-426 in response to an unknown distress call, allegedly encountering a hostile alien life form that eventually led to the ship’s destruction at the hands of one of the crew. However, when the moon was extensively surveyed in the 2130s, it was discovered that it had no indigenous life, calling the Nostromo rumors into question.
Entertainment

Back to A Hard Life Amongst the Stars

Just like in every age before, 22nd Century people are easily bored. On the Frontier, that boredom is remedied through music, drink, and recreational drugs (for more on these, see page 137) prescribed by company physicians. On the music scene, classic rock and country have seen a resurgence along the outer colonies. Recordings are downloaded from the Network and copied onto disposable cassettes. If one pays heavy subscription fees, broadcast entertainment can also be accessed. Most of the recreational content on the Network exists to promote a company's products and consists of reality programming, shopping networks, and glorified corporate propaganda. Just as it is with computer equipment, entertainment technology ranges from high-end holographic representations to the standard monotone, two-dimensional monitors. Entertainment terminals on colonies, stations, and even some ships provide access to a variety of electronic games.

RECREATIONAL DRUGS AND DRINK: Time to get your buzz on. Alcohol remains the old go to, with whiskey and vodka dominating the market. The beer of choice on the frontier is Weyland-Yutani’s original and genuine “extra strong” Aspen beer. It’s watered down and tastes like piss but it gets the job done—and it’s better than that Souta Dry crap. Other substances and supplements are covered under Pharmaceuticals in Chapter 6.
Ambushes & Sneak Attacks

Back to Actions & Initiative

The key to winning a conflict is often attacking when your enemy least expects it. You can achieve this in several different ways.

Sneak Attack - When you stalk someone and your attack catches them unawares, it’s called a sneak attack. First, roll your MOBILITY versus your target’s OBSERVATION. You get a modification depending on how close you want to go. See the table below. If you want to attack in close combat, you usually have to move to within ENGAGED range of your enemy. If you fail, your opponent spots you at your starting distance—draw initiative.

If you succeed, you get a free action (slow or fast, but not both) before you draw the initiative. Your target cannot block a sneak attack. Sneak attacks are always done individually, by one attacker against one target.

Ambush - A special kind of sneak attack is an ambush. You lie in wait for your enemy and attack when they come close. When you ambush someone, you roll MOBILITY as described above, but with a modification of +2, since it is the target and not the attacker that is moving.

Ambushes can be carried out by a group and against a group of targets. This follows the usual rules for stealth—the character with the lowest MOBILITY skill level rolls for the attackers, while the target with highest OBSERVATION skill level rolls for the targets.
Bionational TX-9 Chemical and Biological Injection Air Pistol

Back to Pistols

This short-range pistol fires darts that can be loaded with a variety of pharmaceuticals or toxins, including bioweapons in serum form (see page 109 in the core rulebook). The pistol can also be used to deliver biochemical tracers. The tracer lasts for D6 days and can be detected with a CBRN kit from up to 30km away. Any AutoDoc can flush the trace elements out of your system, so find one and flush fast—who knows what’s tracking you out there. Armor is doubled against this weapon, and it can never cause more than one point of damage—which it also needs to do in order to deliver its payload.
Daihotai Series 8x8 Tractor

Back to Vehicles

An all-purpose work vehicle designed for the rough and tumble Frontier, the Daihotai series of tractors are completely adaptable to the needs of most down and dirty colonies. The Daihotai’s eight wheel suspension offers a relatively smooth ride over all but the most serious of bumps. These modular tractors can be fitted with bulldozer blades, diggers, cutters, cranes, core samplers, spring stampers, welders, bore drills, combines, and more. Some colonists have even mounted weapons on these tractors and used them to protect their hard work. Trailers can be hitched to the Daihotai and it can be used as a cross country cargo hauler (the farmers and ranchers on Terraform 3 use the tractors to ferry crops and steer to and from the spaceport). The tractor’s cabin is enclosed and pressurized with its own self-contained environment. A Daihotai can function in a poisonous atmosphere or even on an airless moon.
Frontier War

ALIEN: A Whisper in the Dark Wiki

Frontier War

Now. 2184 is a FUBAR year for the USCMC. As the Oil Wars wrap up, fanatics engage in terrorist activities, enemy forces invade our worlds and biological bombs are dropped on unsuspecting colonies.

**THE BERRINGETT CONFLICT** After years of unsafe work conditions, 200 armed disgruntled workers seize control of a Hyperdyne palladium mine on Berringett’s Moon and make demands for better treatment. When the local Colonial Marshal office attempts to restore order, the corporate agent sent to negotiate is killed in the resulting fiasco. The USCMC is called in to end the standoff. What starts as a smooth hit and run operation turns into a protracted standoff when a typhoon hits the colony, trapping both the hostages and the malcontents in the flooded mine. When all is said and done, the mine is destroyed and 52 colonists are dead.

**UPP INVASION The UPP** takes advantage of the colonial unrest to begin annexing rebellious UA worlds closest to their borders. LV-038 is the first to be taken. The UAAC sends two fleets to engage the UPP there—the war is on.

**THE BORDER BOMBINGS** Starting with LV-038, several colonies along the Frontier are obliterated by bioweapon attacks perpetrated by unknown parties. The United Americas believe the UPP is behind these Border Bombings—but the UPP has suffered massive losses as well, and in truth the Union likely does not have the level of technology necessary for these attacks. The question isn’t just who is bombing these worlds—but why?

**ESCALATION** The Frontier becomes a war zone as the United Americas and the Union of Progressive Peoples clash over new territories. The UA initiates a draft on the Frontier—the first one in over twenty years. Spurred on by the Border Bombings, factions within the USCMC and the UPP begin raiding outpost worlds suspected of conducting any and all bioweapon research on either side of the border.

**THE COLONY WARS** Dissatisfied with both their corporate overlords and the Colonial Marines’ inability to protect the Frontier, several UA and 3WE colonies begin to rebel across the Frontier. The armed forces are called in to combat civil unrest, and successfully stave off worker revolts on New Titan and Europa. Angry that their supply chains and support have been cut off by the UA conflict with the UPP, Frontier colonies begin raiding each other for food and medicine. Supplied with weapons from the UPP, Lebanon II, Linna 349, Ariarcus, Rigel 9, Wakahashi’s World, and more become powder kegs ready to go off.
Aerodyne Light VTOL Automotive Gyrocar

Back to Vehicles

The gyrocar is a typical vertical takeoff and landing automobile found on the more civilized worlds of the Outer Veil and Core systems. There are various two- and four-door types and models ranging from luxury sports vehicles to the utilitarian. These microfusion reactor driven gyroscopic cars can operate as wheeled ground transports or utilize internal fans to generate air cushions with a maximum flight ceiling of 3,000 meters. Cameras offer a 360-degree view and a proximity alert protects against collisions.

Gyrocars require a lot of upkeep and are therefore a rare sight on the Frontier and Outer Rim. The USCMC experimental Hovertread V/ STOL Light Assault Vehicle runs on a variation of this technology with retractable stabilizer wings and boogie-wheeled treads instead of standard wheels.
Assault Marine (Breacher)

Back to Military Occupational Specialty (MOS)

You are a combat specialist—trained for both major assaults and urban pacification. For crowd control, you carry stun batons, riot shields, and use rubber U1 ammo to subdue targets. You also use a big fucking rocket launcher to knock on doors. You are often paired with a Comtech Marine for the ultimate in badassery.

* KEY ATTRIBUTE: Strength
* SKILLS: Ranged Combat, Close Combat
* TALENTS: Banter, Subdue, Overkill, Past the Limit, Weapon Specialist (M5 RPG)
Hospital Corpsman

Back to Military Occupational Specialty (MOS)

You are still a rifleman—but you are one of the platoon’s combat medics, able to provide life-saving first aid and even emergency battlefield surgery if needed. Your squad tends to have your back because they know they’ll need you to patch them up when the shit starts flying.

* KEY ATTRIBUTE: Empathy
* SKILLS: Medical Aid, Observation
* TALENTS: Banter, Bodyguard, Field Surgeon, Hug the Dirt, Past the Limit
Falling

Back to Other Hazards

Falling on a hard surface automatically inflicts an amount of damage to you equal to the height of the fall (in meters) divided by 2, rounding all fractions down. In a controlled jump, roll MOBILITY—each (target) rolled reduces the damage done by one. Armor can also protect you from falling damage.
Buddies and Rivals

Back to Personal Stuff

The ALIEN roleplaying game is about a small group of people facing unknown and horrifying dangers in the cold darkness of space. To survive, you need to find someone to trust, but also be careful who you turn your back to.

In game terms, your PC can have one Buddy and one Rival amongst the other PCs. You can only have one of each. Your relationships are important for the GM, as she can use them to create interesting situations in the game.

In Campaign play, you can choose one PC to be your Buddy and another to be your Rival. In Cinematic scenarios, the choice is made for you.

Changing Buddy and Rival
Experience

Back to Developing Your Character

One of the most rewarding things in Campaign play is watching your character grow and develop. The harsh realities of life will change you, that’s all you can be certain of in an uncertain world. You can develop your character in several different ways during the game.

The things you learn during the game are measured in Experience Points (XP). You receive XP after the end of each game session. Talk it through and let the whole group discuss what has happened. For each of the below questions that you can reply “yes” to, you get one XP:

* Did you participate in the game session? You get one XP just for being there.
* Did you risk or sacrifice something to further your Personal Agenda?
* Did you risk your life for your Buddy PC?
* Did you challenge or stand up to your Rival PC?
* Did you make a Panic Roll?
* Did you overcome a dangerous event, using violent or non-violent means?
* Did you make a significant discovery or revelation?
* Did you perform an extraordinary action of some kind?
* Did you earn any money?

You can only get one XP per question. Sometimes, the answers are not clear-cut. Discuss within the group, and try to reach a consensus. If you can’t, the GM has final say. Write down the XP on your character sheet.
Getting Spare Parts

Back to Ship Repairs

You’ll soon learn how important spare parts for your ship can be. There are two main ways to get more of them: buy and scavenge. Costs can vary greatly, but a mechanical spare part is typically about $100,000 at your average spaceport, and an electronic spare part can cost you twice that sum. If you don’t feel like paying for spare parts, deep space salvaging might be the business for you. With a Shift of work and a skill roll (HEAVY MACHINERY for mechanical and COMTECH for electronic), you can scavenge a spare part from a derelict, assuming it’s not completely blown to bits. In total, you can typically scavenge a number of spare parts from a ship equal to its full Hull score—half mechanical and half electronic.
Hyper Sleeping with the Stars

Back to A Hard Life Amongst the Stars

Even before FTL was possible, hypersleep technology was in development. As early as the 2020s, Peter Weyland had ordered his scientists to find a way to extend life indefinitely. While not exactly what Weyland had in mind, the resulting technology was a significant leap forward. The ability to slow a life-form’s biological processes to a near standstill was beneficial to both the medical industry and deep space missions at sublight speeds. When FTL became a reality, stasis was adapted as a solution to resource management on space flights.

Hypersleep was soon found to offer other benefits to man’s health in space. Traveling faster than the speed of light can have a distortion effect on human perception. Known as Neurological Distortion Disorder, this syndrome causes paranoia, epilepsy, psychotic behavior and other adverse effects. Worse than that, the faster one travels, the worse the symptoms. Stasis protects space travelers from the NDDs, with the added benefit of arresting aging on a cellular level.

THE SLEEP OF AGES: The process of entering hypersleep involves a mixture of gases and lowering one's temperature significantly. While travelers are not conscious when in stasis, they can—and are encouraged to—dream. As brain functions are also slowed during hypersleep, a single dream can last months. In fact, an entire industry has been created to take advantage of this (see page 163). Dreaming in hypersleep promotes mental health and can help a body’s natural regenerative healing.

RULES: After a number of days of FTL travel equal to the FTL rating of the ship (a lower rating means a faster ship), roll a D6 on the table below. When the same number of days have passed again, roll again adding +1 to the roll. Keep rolling with the same frequency, each time adding an additional +1 to the roll. As stated above, stasis offers protection from the NDDs, but being abruptly awakened from hypersleep is dangerous. Disorientation, headaches, chest pain, and nausea are all common side effects. While uncommon, some severe cases have resulted in death. In game terms, a rude awakening from hypersleep counts as an attack against you rolled with six Base Dice. Should you be Broken by this damage, you must make a Death Roll every Turn.

In addition, hypersleep for any length of time will make you Dehydrated (see page 106). The Hydr8tion drug (see page 137), taken before stasis, will counteract this effect.
F3S Full Spectrum Spotter Scope

Back to Other Equipment (Miscellaneous)

Able to see in a variety of spectrums and sync with data provided by Pups, the Spotter Scope allows a Recon Rifleman to roll OBSERVATION to assist his Sniper’s aim. Each success gives a +1 bonus to the shot, as long as neither marine moves nor is attacked. Multiple rolls are not allowed.
IMP Individual Marine Pack

Back to Other Equipment (Miscellaneous)

This waterproof medium backpack comes standard equipped with a medkit and Supply rating 4 worth of food and water (see page 34 of the core rulebook). In addition, the IMP allows you to carry two more regular-sized items than normal without being over-encumbered.