recursal/Fanatic-Fandom huggingface dataset:
Kid (Career)

Back to Your Character

*You didn't ask for a Frontier* *life—your parents brought you into this world kicking and screaming. Grown-ups always ask you what you want to be when you grow up, but all you want to do is be a kid. You used to fantasize about being an adult, able to stay up late and eat junk food whenever you want. Thing is, most of the Frontier adults you know are always miserable and tired. There isn’t much to do where you live, so you make your own fun. There’s time to grow up later. For now, playing hide-and-seek in the ventilation system seems the way to go.*

TYPICAL NAMES: Chip Harrington, Hugo Turner, Jakey Myers, Meggie Wu, Maisie Kelly, Becca David

* KEY ATTRIBUTE: Agility
* KEY SKILLS: Mobility, Survival, Observation
* CAREER TALENTS: Beneath Notice, Dodge, Nimble

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

* You want to find an adult you can trust -- really trust.
* You have no family left. Make sure you never end up alone again.
* No one give you anything to do, so explore, try things out, make your own entertainment.

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

* Lunchbox covered in stickers
* Favorite doll or action figure
* Bracelet made by older sibling

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

* Grubby and unkempt
* Trendy sneakers that light up
* Denim jeans, torn at the knees
* T-shirt with band logo
* Cargo shorts
* Ponytail
* Bored Expression
* Baseball cap

GEAR - Choose two of the starting items below. You also get $D6 in cash.

* Fishing line OR Laser pointer
* Magnet OR Radio-controlled car
* Yo-yo OR Electronic handheld game
* Personal locator beacon OR Coloring pens
No Weapons of Any Kind

Back to Weapons and Armor

You want to be careful where you point that thing in space. Firefights onboard spacecraft, space stations, and within pressure domes can be disastrous—a stray bullet can rupture the hull and vent an entire living sector into space (see page 107 for rules on this). People have been blown out into space through the tiniest of tears in the hull—a gruesome way to go, for sure. Because of this, weapons are limited on spacecraft. Most military smart guns won’t fire when turned on a target along the outer hull of a safe-sensor equipped ship. Civilian weapons aren't quite so clever. Your best bet is to keep ‘em holstered until you’ve exhausted all other options. Then hold on to something tight and make for an airlock.
Military Grade Hazmat Suit

Back to Protective Gear

This impermeable bodysuit acts as protection against hazardous materials. The suit protects fully against chemical and biological contaminants as long as no damage has pierced it. It also acts as armor against radiation. Each time you suffer a Radiation Point, roll six Base Dice—if you roll one or more (target), the Rad is absorbed by the suit. HAZMAT suits have a built-in comm unit and a limited air supply. They do not protect against the vacuum of space.
M56A2 Smart Gun

Back to Heavy Weapons

The heavy firepower of every USCMC squad, the M56 Smartgun is mounted on an articulating arm and gimbal attached to an armored harness worn by the weapon’s operator. What makes the M56A2 a smart gun is its ability to choose targets for you. It is equipped with an infrared tracking system and data transmitter/receiver that homes in on potential threats and sends that information to a Head Mounted Sight. Fire control is still at your discretion, so if you are running low on ammo, pick your targets. The M56A2 fires in either bursts or full automatic. A glancing shot can sever a limb and a full burst can cut a person in half, so watch that friendly fire, Private.
Story Points

Back to Rolling Dice

In a Cinematic scenario, you can spend a Story Point to get one automatic (target) in a dice roll. You can spend the Story Point after a failed roll, or even after a successful roll in order to get an extra (target). You gain Story Points by following your Personal Agenda (see page 31). You can never have more than three Story Points, however.
Requist System

Back to Borodino Sector

**DP-27:** A crime-plagued world on the Outer Rim, the massive prison facility on DP-27 (sometimes called Detention Planet 27 by those who have served time there) is home to over 20,000 convicts. As the prison allows visitors, processing centers had to be built to accommodate them. Eventually, several visiting families decided to settle there, transforming the processing center into its own corporate run colony. Settlements developed in radiating lines from the massive prison facility and collectively became known as “the Sprawl.” Taking advantage of its natural resources, the Seegson Corporation built several factories in the Sprawl to mass-produce gyrocars. As Weyland Corp developed better technologies, the Seegson models became less popular. The factories closed, the colony became destitute and the future prospects for those living there grew increasingly bleak. Taking advantage of the situation, the Colonial Marine Corps opened their largest recruitment center in the Outer Rim on DP-27. The USCMC offers colonists the chance to see the galaxy, making soldiers the planet’s major export.
Samani E-Series Watch

Back to Diagnostics and Display

A dual-faced precision wristwatch, each Samani E-series device is capable of telling the time and date for two synchronized colonial locations, allowing space travelers to keep track of time back home while they are in deep space. The latest addition, the E-550, includes oxygen and pressure sensors to warn its user of a hull breach (SURVIVAL +1).
Tartarus Sector

Back to Outer Rim

If Borodino Sector is on the brink, Tartarus is chaos off the hook. Largely ignored during early expansion efforts, this sector has vast areas that have not been developed by any single governing body or corporation. Instead, any enterprise— large or small—can lay claim to a find there. Other parts of the sector have been engulfed by both the Anglo-Japanese and American arms. Ready for conflict, the Outer Rim Defense Fleet operates out of base Liberty Echo in this sector. The least civilized and least explored area of the Outer Rim, Tartarus is rife with rebellion, open warfare and stellar anomalies. The cutting edge of the Frontier runs right through Tartarus.

GJ229A System

* **TORIN PRIME:** Although it was nearly eight decades ago, Torin Prime has never really recovered from its failed succession attempt from the United Americas (see Governments and Corporations). Sanctions keep the colony from thriving like it used to. The local government is prohibited from arming itself, relying instead on direct protection from the UAAC. To the locals, it feels like they are living in a police state. Intelligence reports suggest the J’Har rebel faction is on the rise again, organizing and growing in strength as they plan a coup, this time not just for Torin Prime, but for the entire Tartarus Sector. UA intelligence believes this new revolt will be quietly backed by the UPP, and the Liberty Echo Fleet is preparing to respond accordingly.

GL3000 System

* **LINNA 349 :** A member planet of the Three World Empire, Linna 349 is a forested world with two major colonies and a developed highway system. Years ago a rebel faction revolted and attempted to take over the planet’s government. Without the resources on the Outer Rim to handle the threat, the Three World Empire requested assistance from the United Americas Allied Command. Eager to help in exchange for new tariff and export treaties, the United Americas sent in the marines. Because the Colonial Marines considered the rebel raids little more than a nuisance, the rebelling colonists were nicknamed “Bug-Boys.”
Alpha Caeli System

Back to Frontier

***THE SOLOMONS (ALPHA CAELI VB-H):*** Seven colonized moons (labeled b through h) out of the eight that orbit the gas giant Alpha Caeli V, the Solomons are rich in mineral resources and a primary source of the ores necessary for space travel. Several mining colonies are located there, as well as a Colonial Marine garrison on the moon Alpha Caeli Vg. The moons boast the largest orbital solar array network conceived by man.

For several decades the Solomons represented the farthest recorded reach of humanity into the unknown. Many early expeditions exploring beyond Alpha Caeli were lost, prompting some scientists to suggest that radiation zones further out into deep space are deadly to humans. In the past twenty years the UA has pushed Rimward through this haze and begun establishing colonies there.
Seegson MX11A1 "Hovertread" Light Infantry Vehicle

Back to Motorized Infantry

An experimental concept, the so-called Hovertread was Seegson’s bold attempt to redefine what all terrain meant—and it is a perfect example of the design by committee nightmare. The MX11A1 runs over terrain on treads and can hover above it on gyrojets. It is really good at neither and barely adequate at either. While altitudes as high as 12 meters can be achieved, sustained hover at any height over 4 meters is risky. The mode change from hover platform back to treads is problematic and can lead to a slipped tread.

After being tried out with a select few squads on the Frontier (including the 2nd Battalion Bravo Team), the MX11A1 was rejected by the military and the project was shelved. Shortly thereafter, however, the MX11A1 began showing up on ICSC controlled worlds in the hands of corporate commandos. The circumstances surrounding the ICSC arriving at the same design are now under investigation—but we both know they stole that shit. While the prototype utilized two 15 round light lasers, the turret on the production model sports dual Smartguns.
Name

Back to Personal Stuff

In Campaign play, you’ll need to give your character a name. Each career has a list of three male and three female names that are typical for that archetype. Choose one of these names, or make up your own if you prefer. Cinematic scenarios will include the names of the pre-generated characters.
Personal Stuff

Back to Your Character

Name - In Campaign play, you’ll need to give your character a name. Each career has a list of three male and three female names that are typical for that archetype. Choose one of these names, or make up your own if you prefer. Cinematic scenarios will include the names of the pre-generated characters.

Appearance - Describe your player character’s appearance in a few words. Your career gives you a few suggestions, but you are free to choose any appearance that you think fits your character.

Personal Agenda - You might be a team, but each individual PC in your group also has an angle of their own—a Personal Agenda. How personal agendas work differs between Cinematic and Campaign play.

* CINEMATIC AGENDAS : In Cinematic play, the PCs’ Agendas are predetermined by the scenario. At the beginning of each of the three Acts of the scenario, the GM gives each PC a handout with a new Agenda for the Act. The Agendas are hidden, you should not show them to other players or write them down on your character sheet. At the end of each Act, the GM evaluates the actions of each PC. If you took any specific actions to further your Agenda during the Act, you are awarded one Story Point (see page 61). Acts, Agendas, and Story Points are further explained in detail in the Game Mother Section of this book (see page 216).
* CAMPAIGN AGENDAS : In Campaign play, you can pick one of the suggested Personal Agendas listed with your career, or you can come up with an agenda of your own. At the end of each game session, discuss the agendas of all PCs together. If you have taken some concrete action to further your agenda during the session, despite risk or cost, you gain a bonus Experience Point (see page 35).

Buddies and Rivals - 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.
Starcub-Class Shuttle

Back to Spaceships of the 2180's

C-CLASS INTRASYSTEM VESSEL

Another aging design that still sees use on the Frontier, the Starcub shuttle is often used as an auxiliary craft on freighters and other large ships. While older models only carried two cryosleep chambers, the later Starcub models carry three aboard. In addition to her main engines, a Starcub is equipped with unidirectional thrusters that allow for equal forward and reverse acceleration. The Starcub is also capable of short distance FTL flights and has a maximum range of 13 parsecs before refueling becomes necessary. The *Narcissus* was one of two Starcub shuttles that were attached to the *USCSS Nostromo* in 2122 when Warrant Officer Ripley used it to escape the starfreighter’s destruction. The second shuttle—the *Salmacis*—was damaged in a docking accident prior to *Nostromo* leaving Thedus and not aboard at the time, something that would never happen today. The new ICC safety protocols prohibit a ship from leaving port without a full complement of auxiliary vehicles or EEVs.
ASAT Missiles

Back to Armaments

The typical main armament of military frigates, guided ASAT missiles have long range and pack a heavy punch. Their main drawback is that they take some time to reach their target, giving it a chance to shoot the missile down or deploy countermeasures. A missile battery can typically fit eight missiles. Individual missiles must be purchased separately.
Spaceships

Back to A Hard Life Amongst the Stars

Between scouting missions and cargo runs, people on the Frontier spend a lot of time in massive metal cans hurtling through space. Starships are designed for functionality, not aesthetics. Floor gratings can be removed to access conduits located beneath them, and exposed machinery and tubing line the walls in all but the crew’s quarters. Several typical spaceships operating in 2183 AD are described on pages 180 and forward.

A LONELY LIFE: Living on spaceships can mean sleeping for months at a time. To complicate matters, all this travel back and forth can severely alter personal dynamics. When you spend a few years making cargo runs in hypersleep you don’t age all that much, while your family has been living active lives planetside. Children grow up and lovers grow older. Relationships tend to unravel, leaving you with only your work and your crew.
Perchance to Dream

Back to A Hard Life Amongst the Stars

As noted earlier, a lot of time in space is spent in cryosleep—a state in which your bodily functions and aging are slowed to the point of near suspension. Your mind, however, can dream. In fact, an entire industry is devoted to manufactured and creative dreams.

Talented dreamers can manipulate their own dreams, which can be recorded by expensive monitoring equipment and played back for the entertainment of less imaginative sleepers. Skilled dreamers weave and craft stories and adventures in their subconscious minds. Those sponsored by corporations— which is most of them—insert subliminal messages into your mind as you sleep.

With some skill, it’s possible to use dream monitoring equipment combined with a Neuro Visor helmet to consciously enter the dream of someone in stasis and communicate with them.
Starting Gear (MOS)

Back to Final Preparations

A fresh Colonial Marine character gets three types of gear: basic gear, specialty gear, and bonus gear. All items listed below are included in the Gear chapter of this book or in the core rulebook.

Some PCs may find they acquire more gear than they can carry. That’s not a problem—before each mission, choose what you’re going to take, and leave the rest cluttering up your bunk back at base.
Khadaji System

Back to Frontier

The mineral rich Khadaji system was initially claimed and settled by the Three World Empire in the 2120s, but it was annexed to the United Americas thirty years later.

***KJ-331B LEBANON II:*** In orbit around the ringed gas giant KJ-331, Lebanon II is a moon on the brink of a revolution. Decades of shifting governmental allegiances hasn't helped the Wells colony prosper, but has instead helped line the pockets of many corporate execs. The Wells lies directly over a massive natural spring that produces fresh water with naturally occurring electrolytes—making it a favorite of the elite and sought after in the Inner Core Systems. Contracts with several corporate concerns see that the moon is heavily mined for its water, iron, and uranium reserves which are sold at a premium while the colonists are forced to live in squalor. As petitions for better living standards have been ignored by the greater United American government, a small South American state has seen the plight of the Wells colony as a means to gain more power in the UA. As such, they have begun encouraging the rebels to sabotage supply lines while making demands for better wages and supplies. With the rebels growing bolder, it’s only a matter of time before the Colonial Marines are called in.
Colonial Marines (Careers on the Frontier)

Back to Careers on the Frontier

The United States Colonial Marine Corp represents the finest fighting force ever assembled. Technologically advanced and sporting all the latest in military hardware—a large amount of which is designed by Weyland-Yutani—the Colonial Marines are able to operate independently in nearly any environment. Combat teams are cross-trained and can be deployed at a moment’s notice to nearly any world without extensive briefing.

Military occupations include vehicle operators and pilots, combat technicians, heavy weapons specialists, medics, engineers, and career officers. Naval occupations are found in the USCM support service of warship and starfighter teams of the United Americas Outer Rim Defense Fleet, and there are special military R&D programs across the spectrum that require volunteers. On the Frontier, there is always something that needs defending and some planet that needs pacifying.
Ricky

The local garbage-pail kid in Pyrite. His parents are space truckers and rarely on-planet, leaving Ricky to his own devices in every sense of the word. Having no peers in his age or intellect group, he goes out of his way to make this everyone else's problem.

* Age: Indeterminate, probable tween.
* Occupation: Latchkey child
* Favorite Band: Space Linkin Park
* Object of Interest: Jar of toenails (and not just his own)
* Romantic Entanglements: Crusty Sock

Incident of Note: One time he drank some sewer water in an ancient monastery and suffered little to no ill effects, in direct contrast to the microbes who suffered the ill effects of being consumed by Ricky. Millions of voices cried out in terror, and then were silenced. And Ricky's legend grew.
Marine 70 Program

**2170**

The Marine 70 Program is instituted. The USCMC undergoes an upgrade in weapons and tactics. 2170

**2170-2171**

THE MARINE 70 PROGRAM After analyzing the past decade of combat, the Colonial Marines instigate the Marine 70 Program—a weapons procurement and restructuring initiative to develop new combat technologies and battle strategies. The M577 Armored Personnel Carrier and an upgraded Cheyenne dropship result from this.

The M41A Pulse Rifle is adopted by the Colonial Marine Corps, replacing the Harrington Assault Rifle. Hyperdyne Systems introduces the model 341-B synthetic, and the USCMC orders one for every platoon—for service in a noncombatant role.

Hyperdyne regains majority shares and leaves Weyland-Yutani, once again becoming a power in their own right. Hyperdyne Systems is restructured as the Hyperdyne Corporation. In a coup, W-Y manages to hold on to the 314-B designer, Michael Bishop.
IFF Transponder

Back to Diagnostics and Display

A personal beacon that prevents automated sentry systems from accidentally blowing friendly targets to pieces. Usually surgically implanted before a campaign, the only flaws in the system are when their signal is disrupted and when an enemy gets their hands on a transceiver for infiltration purposes. How is this accomplished if IFFs are surgically implanted? You’d be amazed what a good sharp knife can do.
Resilient

Back to Roughneck Talents

Only the hardiest folk survive out here. Roll for Strength (attribute only, no skill) any time you suffer damage. You can’t push the roll, which does not count as an action. For every (target) you roll, one point of damage is eliminated. If all damage is eliminated, you suffer none at all.
Second Wind

Back to General Talents

When you are Broken, you can get back on your feet immediately, without anyone giving you first aid (see Getting Back Up). Roll for Stamina. For every (target) you roll, you get one Health point back and can keep fighting a little while longer. This talent can only be used once per Turn, and has no effect against critical injuries.
Suits and Armor (Core Rulebook)

Back to Suits and Armor

M3 Personnel Armor - Standard issue for the USCMC, the M3 consists of a rigid armor padded vest, a flexible ballistic pad that covers the abdomen, and clamshell greaves on the lower legs.

IRC MK.50 Compression Suit - State of the art when it was introduced six decades ago, the reliable Mk.50 compression suit is still a common sight on the Frontier. The sturdy helmet has a comm unit and heads-up display, a lateral head light, and a wireless helmet cam that syncs to any mobile or stationary monitoring system.

IRC MK.35 Pressure Suit - Standard issue for the USCMC, the Mk.35 is an unfortunately bulky combat pressure suit with a cumbersome recycler unit. You want to be careful wearing one of these in a fight, as the hard joints tend to seize up with extreme motion.

Eco All-World Systems Survival Suit - This EVA hardsuit has fully-articulated rotary joints and self-actuating fingers, offering a limited range of mobility, but the maximum amount of protection from the hazards of space.

Weyland-Yutani APEsuit - The All Purpose Environment Suit is specialized, armored compression garb designed for combat and animal control under adverse environmental conditions. While an APEsuit cannot protect you from the vacuum of space, it does offer a filtered air supply, limited armor, resistance to temperature extremes, and is impervious to caustic substances.

Caterpillar P-5000 Powered Work Loader - 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.
Outer Veil

Back to Systems and Planets

Outside the core systems is the Outer Veil. Rich in resources for mining and cultivation, the colonies of the Outer Veil were terraformed and settled by the 3WE over a century ago. Since then the UPP has annexed many worlds here. Vast regions of space in this region have been stripped bare and made uninhabitable through unsafe mining methods.

A relatively resource rich region of space that separates the Core Systems from the Outer Rim, the Outer Veil is mostly a fertile area of colonization, mining, and terraforming. While there are densely populated sectors within the Outer Veil, there are also out of the way areas of no real value. The United Americas only has a strip of colonies here. Dubbed the American Corridor by space truckers, this roughly parsec-wide area leads out to their UA sectors on the Outer Rim (collectively called the American Arm). However, the Three World Empire and the Union of Progressive Peoples both have major stakes in the Outer Veil. The UPP stripmined the planets they discovered here, leaving behind a stretch of barren worlds that is among the poorest in their nation.

Sector 3847 - The unimaginatively named Sector 3847 was one of the first areas of the Outer Veil determined to be rich in exploitable mineral resources. This well-established sector boasts large and successful colonies.

* JPG-770 System

Neroid Sector - A Weyland-Yutani controlled area of the Three World Empire close to UPP space, the remote Neroid Sector is devoid of most anything of value. Here, the company maintains a scattering of research stations left over from the Weyland era, and also uses abandoned, stripmined worlds to store toxic waste and chemical weapon surplus.

* POL-5362 System
* Fiori 16 System

Bao Sau Sector - 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
Ship Repairs

Back to Space Combat

Repairing a damaged ship requires time, skill, tools (see Chapter 5) and often spare parts.

* PUSHING REPAIRS: If you spend a Shift repairing your ship and push the skill roll, you won’t have time to relieve stress (see page 104) before the next Shift starts, in case you want to spend the next Shift repairing as well.

Hull Repairs - Repairing hull damage requires one or several HEAVY MACHINERY rolls. One roll can be made per Shift. Only one person can roll to repair the hull, but others can help (see page 63). Each (target) rolled removes one point of damage. If the ship was Disabled, repairing at least one point of damage removes this condition.

Component Repairs - The lists of minor and major component damage describe which skill rolls are needed to repair the component, and how many rolls must be made. If several skill rolls are listed, only one roll can be made per Shift. Only one person can roll to repair the same component, but others can help. Component repairs also require spare parts.

* Spare parts are abstracted into two versions: mechanical and electronic. One mechanical spare part is required for each HEAVY MACHINERY roll, and one electronic spare part for each COMTECH roll. The spare part is consumed if the roll is successful.
* Getting Spare Parts - 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.

Emergency Repairs - During combat, ship engineers can make emergency repairs on components, but not the hull. This works like normal component repair (above) but with some key differences:

* Each repair roll takes one Turn instead of one Shift.
* The repairs require no spare parts.
* The repair is just a temporary fix, and the component will fail again after one Shift.

EVA Repairs - Hull repair, as well as repair of external components, will require you to go spacewalking. If you can’t, find the nearest space station with a dry dock.
Territories of the Frontier

Back to Frontier Life

While dominated by the United Americas, the Frontier is an area intersected by several nation-states. An uneasy alliance exists between them, yet territorial disputes are not unheard of. What follows is a listing of the major government players vying for resources there.

* Three World Empire - Consisting of the former United Kingdom, Japan, and several developing countries, the Weyland-Yutani corporation itself is a result of the formation of the Three World Empire -- created when the UK company Weyland Corp merged with the Japanese Yutani Corporation. The Three World Empire pioneered space exploration, controls many long-established inner colonies, and only maintains a limited presence on the Frontier -- allowing Weyland-Yutani to take the lead there.

* The United Americas - Created in the early 2100's to compete with the expanding Three World Empire, the United Americas was formed by the merger of North, Central, and South America into one nation. The United Americas is a major colonizing and starfaring power, constantly expanding the Frontier. They operate both the Colonial Marines and the Colonial Navy - the most powerful peace-keeping forces on the Frontier.

* The Union of Progressive Peoples - The UPP is a powerful socialist block of systems that control a vast but resource poor sector of space. Formed from a coalition of countries that includes Russia and Vietnam, the UPP is the only government not influenced by corporate concerns -- a fact that sometimes puts them in opposition to Weyland-Yutani. While they are behind in the arms race, the UPP still maintains a formidable fighting force. A state of cold war has existed between the United Americas and the UPP for decades, but with recent events on the Frontier, all that seems poised to change.

* The Independent Core Systems Colonies - The ICSC is a loose conglomerate of privately-owned worlds. Each colony in the ICSC has its own government -- many of which are corporate-owned. In addition to its operations within the colonies of the United Americas and the Three World Empire, Weyland-Yutani is known to maintain private interests in the ICSC -- where they can conduct business as they see fit, far from the prying eyes of government control.
Overwatch

Back to Ranged Combat

As a fast action, you can assume an overwatch position in a specified direction, as long as you have a ranged weapon and no enemies within ENGAGED range. This means that you aim in the specified direction and are ready to shoot. Between the time you assume the overwatch position and your time to act in the next Round, you can fire your weapon against a target in the chosen direction.

You can fire whenever you want in the turn order, and your shot is resolved before all other actions—even if they are already declared. For example, if an enemy in the direction you are aiming declares that they want to fire a weapon, you can shoot first. The enemy is not allowed to change their attack after your overwatch attack.

Firing when in overwatch position counts as a normal attack (a slow action). Therefore, you must save your slow action in the Round for any overwatch attack you want to make.

If both you and an enemy assume overwatch positions against each other, and both choose to fire against each other, then an opposed RANGED COMBAT roll determines which attack goes first. This roll does not count as an action for either of you.

LOSING OVERWATCH: You keep your overwatch position as long as you do nothing but shoot in the chosen direction. If you perform any other action, the overwatch position is lost. It is also immediately lost if either of the following occurs:

* You are attacked in close combat.
* You suffer damage.
M40-E Ridgeway Heavy Tank

Back to Armor (Vehicles)

The newest and most advanced USCMC mobile armor, the new M40-E is a radical chassis upgrade from the original Ridgeway tank. Designed to complement the classic M577 APC, the M40-E has cutting edge stealth, mobility and point defenses and can be run by a tank crew of two or three. The Ridgeway is amphibious and can be deployed in an aquatic environment, but its surface speed is reduced to 15 km/h.
Starving

Back to Conditions

After a day without sufficient food, you become Starving. Being Starving has several effects:

* You cannot recover Health or relieve Stress.
* Every day, you need to make a STAMINA roll. If you fail, you suffer one point of damage and your STRESS LEVEL increases one step. If you are Broken while Starving, you need to make a Death Roll (see page 99) every day. MEDICAL AID has no effect against these Death Rolls, you can only be saved by ingesting some form of sustenance.
* As soon as you have eaten, the above effects wear off within one Shift.
MI-220 Krokodil Series Armored Attack Dropship

Back to Assault Craft

The UPP’s answer to the Cheyenne dropship, the sluggish Krokodil is twice as large, armored, and armed as her UA counterpart and only a third slower than it. Her distinctive double bubble cockpit design lineage can be traced to the Russian Hind D attack helicopter of the late 20th century.

The Krok’s fuselage is slung under a large wing with port and starboard docking cradles for carrying two HAMPV transports externally. Because of this, the Krokodil is a brick in freefall and vulnerable to ground artillery during atmospheric entry. Her missile pods are wing-mounted and her guns are in her chin turret. The lower cockpit is a pilot and gunner station while the upper one serves as an observation post and strategic operation center. In an emergency, control can be assumed via redundant pilot controls in the command post.

The Krokodil uses a dual tow hook and winch system to snag and retrieve HAMPV transports for an expedited extraction.
Kid Talents

Back to Talents

* Beneath Notice - No matter what horrible situations you end up in, you always seem to make it out unscathed, probably because no one ever pays much attention to you. When you roll for a critical injury on yourself, you get to re-roll the dice and choose the result that you prefer.

* Dodge - When attacked in close combat, you can dodge. This works like Blocking, but you roll using Mobility instead of Close Combat and you can only use it to reduce damage (not counterattack or disarm). You can even dodge a creature’s signature attack.

* Nimble - Fun and games? Maybe to others, but you know the truth. All that “play” has kept your reflexes sharp. You can push any skill roll based on Agility twice, not just once like other characters. Each push increases your Stress Level by one.
Recreational Drugs

Back to Pharmaceuticals

Get ‘recked. Cannabis, tobacco, and certain doses of steroids, benzodiazepines and methylenedioxymethamphetamine are all legal drugs prescribed for recreational use by corporate physicians. Price varies from $5 for a pack of cigarettes to $60,000 for a kilo of benzoylecgonine.
Spending XP

Back to Developing Your Character

You can use your XP to improve your skills and talents, or to learn new ones. You can only spend XP between sessions.

Skills - To increase a skill level by one step costs 5 XP. Learning a new skill (at skill level 1) costs 5 XP. To do this, however, you must have either used the skill and succeeded (without skill level) during the session, or been instructed by a teacher for at least one Shift. The teacher must have at least skill level 1.

Talents - Learning a talent always costs 5 XP. It also requires a day of practice and a successful Wits roll (roll for the attribute only). You can make one attempt per day. If instructed by a teacher who has the talent, your roll succeeds automatically.
Roughneck (Career)

Back to Your Character

*Someone has to do the manual labor on the Frontier, and that someone is you. Life has dealt you some harsh blows but you’ve always struck back. You’ve been in countless barroom brawls, you swear a lot, and belch at the dinner table. In short, people find you uncouth. You really don’t care— you’ve grown past the need for niceties. No one works harder than you. You are up before first dawn and finish your workday long after second twilight. You are the cog that keeps the Frontier chugging. Your hands are calloused and your face is dirty, and the only thing harder than the work you do is the way you party.*

TYPICAL NAMES: Mac Masterson, Kip Tranter, Charlie Stead, Sassy Diaz, Kat Longridge, Jayden Pace

* KEY ATTRIBUTE: Strength
* KEY SKILLS: Heavy Machinery, Stamina, Close Combat
* CAREER TALENTS: Resilient, The Long Haul, True Grit

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

* You are a compulsive thrill-seeker. If there is a risk to take, you'll step up and try it.
* You once sacrificed your family for the job. Now you won't let your friends down -- ever.
* Downtime matters. If you can grab a can of Aspen beer (or even Souta Dry, though only if you're desperate) and some time alone, you're happy.

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

* Tool belt
* Photo of partner
* Crucifix or other religious symbol

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

* Tattoos
* Scar
* Broken nose
* Mirthless eyes
* Smirking face
* Loud laugh
* Bruised and calloused hands
* Eyes hidden behind safety goggles
* Filthy boots that clomp loudly when you walk
* Wild hair

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

* Mechanical Cutting Torch OR Watatsumi DV-303 Bolt Gun
* D6 doses Hydr8tion OR Maintenance Jack
* Stash of hard liquor OR IRC MK.50 Compression Suit
* Hi-beam flashlight OR Seegson C-Series Magnetic Tape Recorder
Medic (Career)

Back to Your Character

*There are a million-and-one ways to die in space, from exposure to vacuum or unknown contagions to vicious organisms or getting accidentally shot by a drunken roughneck. In all these scenarios, you’re the one carrying the bandages and adrenaline shots. When someone suffers trauma, it's the first few minutes that matter most. If someone survives long enough to make it to a medpod, you’ve done your job. You used to be altruistic about Frontier medicine, but you’ve seen enough to become jaded. Too many people in the Outer Veil are addicted to painkillers, and most colonies are not up to health and safety regulations. That means more people get hurt. Your work is never done.*

TYPICAL NAMES: Cho Hadfield, Ken Ibana, Sullivan Ward, Ana Kasnavik, Juna Blanchard, Katie Aberly

* KEY ATTRIBUTE: Empathy
* KEY SKILLS: Mobility, Observation, Medical Aid
* CAREER TALENTS: Calming Presence, Compassion, Field Surgeon

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

* You are addicted to a strong painkiller. Protect your stash -- and your secret.
* You have some unusual (but classified) medical reports that the Company is looking for. Find out why they are so important.
* You've sworn an oath never to take a life, and you mean it.

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

* Framed medical certificate
* Letter from son or daughter
* Last psych evaluation: "All clear at last"

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

* Sympathetic smile
* Short, tidy hair
* Warm, caring eyes
* Dark bags under eyes
* Fidgeting hands
* Calm and gentle voice
* Cold, unsympathetic stare
* Spectacles
* White coat

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

* Surgical Kit OR IRC MK.50 Compression Suit
* D6 doses Naproleve OR D6 doses Neversleep
* Personal Medkit OR D6 doses experimental X-Drugs
* Samani E-Series Watch OR Hand radio
The Outer Planets

Back to Sol Sector

Titan is a major off-world colony within the solar system, its domed communities boasting a total population of roughly 7 million. Heavy mining stations like the one on Io and orbital colonial stations like those around Saturn and Jupiter lace the moons and planets throughout the solar system.
Opposed Rolls

Back to Rolling Dice

Sometimes rolling a (target) isn’t enough to succeed with your skill roll. In some cases, you have to beat your foe in an opposed roll. To win an opposed roll, you have to roll successfully and roll more (target) than your adversary. Every (target) your adversary rolls eliminates one of your (target). Only you (the attacker) can push your roll.

Sometimes you and your adversary roll for different skills, sometimes the same. Opposed rolls are common when you MANIPULATE or use MOBILITY to sneak, and when someone uses those skills against you. The GM can also use opposed rolls when she deems it appropriate, like rolling STAMINA vs. STAMINA to determine the outcome of an arm wrestle.
Model CM-88H Bison

Back to Spaceships of the 2180's

M-CLASS COMMERCIAL TOWING VEHICLE

The 88H is the latest upgrade to transform a Bison starfreighter into a full-fledged towing vehicle. Unlike the previous models, wherein an extensive overhaul would be required to upgrade the Bison’s engine manifold, the H model has easily removable modular engine cores, allowing the Saturn J engines to be swapped out for a Rolls Royce with only a week in drydock. So configured, the 88H can haul and deliver a massive oil refinery, ore processing plant, atmospheric processor, orbital station, or living modules. While even more powerful engines could be installed, they would alter the Bison's weight class and defeat the purpose of utilizing a Bison for this kind of work in the first place.

NOTEWORTHY SHIPS: The infamous *USCSS Nostromo* was an 88B Bison in a towing configuration similar to the H. The *Nostromo* and the ore refinery module she towed were destroyed in the 2120s when her self-destruct was set by her third officer for reasons unknown.
Playing an Android

Back to Starting Attributes

Androids are an important part of the ALIEN roleplaying game, and you can play one as your player character. Androids are rare, however, and we recommend that you talk it through with the rest of the group before creating an android PC for a Campaign game. Most androids look human. They can have any career and may be open about their nature or secretly pose as human. Rules-wise, androids work a little differently from humans:

* Androids get a +3 bonus to two attributes of their choice after the 14 attribute points have been assigned, and can reach a maximum score of 8 in these two attributes.
* Androids can’t Push skill rolls.
* Androids don’t suffer stress and thus don’t have a Stress Level. For this reason, they don’t need a signature item.
* Androids never make Panic Rolls.
* Androids suffer damage differently (see page 111).
Reactor Overload

Back to Engineer Actions

Requires a HEAVY MACHINERY roll. If successful, the reactor will overload and explode at the end of the following Turn, destroying the ship and killing everyone on board. Make sure to get into those EEVs fast. The self-destruct sequence can be stopped with another HEAVY MACHINERY roll (takes one Turn).
M314 Motion Tracker

Back to Vision Devices

A motion-scanning device, the M314 uses high-powered ultrasonic waves to detect movement within its sensor range (EXTREME range in open terrain, LONG range in close quarters). Originally designed for rescue teams searching for civilians trapped in cave-ins and collapsed buildings, the tracker soon found use by the military fighting guerilla forces in extrasolar environments that made infrared impractical. You need to make a Power Supply roll after every use. Its battery has a Power Supply level of 5 when fully charged.
Law Enforcement

Back to A Hard Life Amongst the Stars

Insurrections, revolutions, coups, crime, and atrocities are all too common in the colonies. As such, there are various levels of law enforcement on the Frontier.

THE OFFICE OF THE COLONIAL MARSHALS: The OCM is your local police force. For a colony of 500–3,000 colonists, there will usually be a single marshal, a sergeant, and a group of around a dozen officers. Colonies of less than 300 individuals usually have only one marshal and one deputy. At higher population levels, the marshal's office grows with the importance of the colony itself. They are supposed to enforce colonial law over corporate policy, but many have been paid to look the other way when it comes to company business.

UNITED STATES COLONIAL MARINE CORPS: Some colonies will have a Colonial Marine Corps office and/or a contingent attached to them. Those that don’t are still under the jurisdiction and protection of the USCMC and the United Americas Outer Rim Defense Fleet, and are usually within days to weeks of receiving support in case of an emergency. Operated by the United Americas Allied Command, they keep order on the borders of known space. While other nations have their own soldiers and support ships, none save that of the UPP come close to matching the strength of the Colonial Marines.

CORPORATE SECURITY FORCE: In addition to colonial protection, a corporation sponsoring a colony might have its own security force attached to it. This security team would operate outside the jurisdiction of the OCM and the USCMC, and exist to ensure corporate policy is enforced.

INTERSTELLAR COMMERCE COMMISSION: A central organization that conducts and monitors interstellar trade, the ICC has its own inspectors and agents that enforce regulations and quarantine procedures throughout the colonies. While owned and operated by Weyland-Yutani, they are allegedly an autonomous organization that regulates all trade equally. Allegedly.
Ranged Combat (Agility)

Back to The 12 Skills

If you have a gun, you can take down your enemy from a distance without getting your hands bloody. Use the RANGED COMBAT skill to fire all types of ranged weapons. Read more about ranged combat in Ranged Combat.

FAILURE: The shot misses your target. Maybe it hits something else? And the sound of gunfire could attract unwelcome attention…

SUCCESS: You hit, and inflict damage equal to the weapon’s Damage rating to your opponent (see Damage (Weapon Features)).

STUNTS: For every extra (target) you roll, choose one of these stunts:

* You inflict one more point of damage. You can choose this stunt multiple times, if you roll several (target).
* You pin down your enemy. They need to make an immediate Panic Roll.
* You position yourself and get to exchange your initiative score (see Actions & Initiative) with your enemy, taking effect next turn. You can’t go back to your earlier initiative.
* Your target drops a weapon or another hand-held object. You choose which.
* Your opponent falls to the ground or is pushed back, for example through an airlock.

TAKING COVER: When bullets start flying, it's often a good idea to seek cover behind something sturdy. Read more on page 86.
Kerbali Runes

**Kerbali Runes** is a runic alphabet developed during antiquity, it's used by around 40% of Kerbali Population due to religious conflicts the nation has which cause chaos and leadership changes that happen very often. It doesn't have Big or Small letters, all letters are the same size.

## List of Letters

### Vowels

* A (Can be rotated Horizontally)
* E
* O
* U
* Y

### Consonants

* Ab
* B
* C
* D
* F
* G
* H
* J
* K
* M
* N
* O (Can be drawn Clockwise or Counter-Clockwise)
* Op
* P
* Q
* R
* S
* T
* U
* V
* W
* X
* Y
* Z
Neroid Sector

Back to Outer Veil

A Weyland-Yutani controlled area of the Three World Empire close to UPP space, the remote Neroid Sector is devoid of most anything of value. Here, the company maintains a scattering of research stations left over from the Weyland era, and also uses abandoned, stripmined worlds to store toxic waste and chemical weapon surplus.

POL-5362 System

* POL-5362.01 (AIRES OUTPOST): Aires is a planet of extremes—shifting from a frozen methane wasteland to a raging methane sea. As its orbit carries it further from its sun, the planet’s atmosphere freezes, leaving a four month period every rotation where everything on the planet is trapped in ice. One hundred years ago, a survey detected life moving beneath Aires’ frozen surface, and a large scientific expedition was launched to investigate. Sadly, nothing more has been seen or recorded for a century. When the Weyland Corp expedition was recalled, only a rotating skeleton crew was assigned to monitor the planet.

Fiori 16 System

* FIORINA 161 (FURY ) : Nicknamed “Fury” by the YY chromosome inmates of the prison that was located there, Fiorina 161 is an unforgiving place. Temperatures vary widely as the world makes its orbit around the binary stars of Fiori 16a and b. Fury is home to a large variety of fish, as well as at least one group of primitive land animals. Unfortunately, the most prolific species on the planet is a small arthropod that is similar to lice, making it mandatory that all visitors shave their body hair. Fury 161’s year is only ten days long—and half of that year is in darkness.