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Gaining Stress Dice

Back to Stress Level

Whenever you make a skill roll (see page 58), you must add a number of Stress Dice equal to your current STRESS LEVEL to your roll—your stress makes you more focused, increasing your chance to succeed. There’s a flip side to this though—if you roll one or more (facehugger) on your Stress Dice, you must make a Panic Roll.
Alien Species

Back to ALIEN: A Whisper in the Dark Wiki

Humans are arrogant sons of bitches. We leaped into space thinking we’d make it our own. Sure, some of us believed—hoped even—that we’d find other life along the way, but we were absolutely certain we’d always be at the top of the food chain. Our gods were dead, and we were the new gods. Well, that all turned out to be far from true. Our gods may or may not be gone, but they definitely left us a few nasty surprises to humble us—living things that not only go bump in the night but also eat you from the inside out. There is life out here, and it wants us all dead. Here’s a little sampling of what you can expect to find lurking in the dark.

**THE ENGINEERS**

PHYSICAL TRAITS

ARCHITECTURE

TECHNOLOGY

**THE XENOMORPHS**

GENERAL XENOMORPH RULES

SPEED

SIGNATURE ATTACKS

**NEOMORPH**

STAGE I: NEOMORPHIC EGG SACS

STAGE II: NEOMORPHIC MOTES

STAGE III: BLOODBURSTER

STAGE IV: NEOPHYTE

STAGE V: ADULT NEOMORPH

**XENOMORPH XX121**

XENOMORPH XX

SPECIAL ABILITIES

STAGE I: OVOMORPH (EGG)

STAGE II: FACEHUGGER

STAGE III: CHESTBURSTER

STAGE IV: STALKER, SCOUT, DRONE

STAGE V: SOLDIER, WORKER, SENTRY

STAGE VI: PRAETORIAN,

CRUSHER, QUEEN

STAGE VII AND BEYOND

THE ALIEN HIVE

**OTHER EXTRASOLAR SPECIES**

THE SWARM

HARVESTERS

LION WORMS

TANAKAN SCORPIONS
Explosives and Ammunition

Back to Weapons and Armor

One full reload for a firearm typically costs about 5% of the cost of the weapon itself.

Armat M40 HEDP Grenades - Designed for the U1 and U4 grenade launchers, the High Explosive Dual Purpose M40 can also be used as a hand grenade. To use these U1 rounds as a thrown explosive, the red plastic cap must be removed and the trigger under it depressed. Three seconds later, the grenade will explode.

M72A1 Starshell Flares - For the U1 and U4 grenade launchers. Fired straight up into the air, this intensely bright flare will illuminate one combat zone for D6 Rounds. If fired directly at a human target, any crit inflicted will be #15 on the table on page 100 of the core rulebook.

M230 Baton Rounds - For the U1 and U4 grenade launchers. These non-lethal rubber projectiles are for use in urban crowd control. Baton rounds can incapacitate without killing. Armor is doubled and any critical injuries from these rounds will be #16, #24, or #33 (equal chance of each).

M108 Buckshot Canisters - For the U1 and U4 grenade launchers. These oversized shotgun shells can deliver a wallop at close range. They are favored by Colonial Marshals on remote backwater colonies.

U4 QTC Firebombs Ammunition - For the U1 and U4 grenade launchers. Designed for decontamination protocols, this quinitricetyline filled cartridge incinerates everything in the target zone with Intensity 12 fire.

Armat Type 4 Assault Breaching Charge - A focused, adhesive charge designed to breach a door or wall, the Type 4 can be detonated by timer or remote. The UPP has an equivalent made by Norcomm. The breaching charge has Blast Power 9. Against the immediate target, the damage is increased two steps and counts as armor piercing.

Armat M20 Claymore Mine - This proximity (SHORT range) triggered anti-personnel mine has a laser tripwire that requires an OBSERVATION roll to notice, even when actively looking. These are readily available on the black market.

Armat M111 Anti-Vehicle Mine - These mines are pressure sensitive and can be triggered by personnel as well as vehicles. When something of a predetermined weight enters the mine’s proximity (ENGAGED range), the mine is activated. The mine has Blast Power 12. Against the immediate target, the damage is increased two steps and counts as armor piercing.
The Art of Failure

Back to Rolling Dice

If you don't roll any (target), something goes wrong. For some reason, you failed to achieve your goal. Feel free to elaborate on why with the help of the GM. She might even let a failed roll have further consequences to move the story forward in a dramatic way.

Failure must not stop the story completely. Even when you fail, there must be a way forward—perhaps at the cost of time, risk, or UA dollars, but still a way. The GM has the final say on the consequences of failure in any particular situation.

You have one last chance if you really want to succeed—you can *push* the roll.
Coffee

Back to Food and Drink

Coffee is supplied on most company ships and stations free of charge for the crew. Grown in Guatemala on Earth, Weyland-Yutani coffee is the highest rated in the territories, and free coffee is considered one of the perks of W-Y employment. If you are on the verge of dozing off, coffee can give you a caffeine boost to get you through the morning. Increases your STRESS LEVEL one step, but temporarily postpones the drawbacks from lack of sleep for one Shift.
CCC5 Combat Compression Suit

Back to Body Armor

An armored compression suit similar to the Mk.50 Compression Suit (page 128 in the core rulebook), the CCC5 is less cumbersome than its USCMC equivalent but the helmet viewport is comparatively small and gives –1 to OBSERVATION rolls. Each CCC5 comes standard with an AK-104 attached.
Campaign Play

Back to Game Modes

Campaign play is designed for longer continuous play with the same cast of player characters over several game sessions, perhaps even dozens of sessions. In Campaign play, you create your own PCs, using the rules in Your Character.

Campaign play can also be brutal and deadly, but the chances for your PCs to survive a night of play are generally higher than in Cinematic play.

In Campaign play, the narrative of the game is to a higher degree controlled by the GM and the players themselves. You decide where to go and what to do, based on who your PCs are and what they want. This core book of the ALIEN roleplaying game supports three different campaign frameworks:

* Space Truckers
* Colonial Marines
* Frontier Colonists
Analysis

Back to Scientist Talents

You can roll for Observation to gain insight regarding strange and alien artifacts or creatures that you encounter and get a chance to study for at least one Turn. For every (target) you roll, you get to ask the GM one of the questions below.

* Is it human or alien?
* Is it dead or alive?
* How old is it?
* What is its purpose?
* How does it work?
* What problems could it cause?

The GM must answer truthfully, but is allowed to give vague or incomplete answers in order to avoid spoiling the scenario. A successful Analyze roll also reduces the Stress Level of all other PCs within SHORT Range by one, while a failed roll increases other PCs' stress levels by one
Heske 337 System

Back to New Eden Sector

VOLCUS (ORBITAL COLLECTOR V-23 AND THE ETNA MOON): Geologically speaking, Volcus is a recently coalesced planet that is in the cooling phase of its development. As such, the surface is a living hell of sulfur, magma, and hot gases. While no colony exists on the surface itself, automated power stations float on the planet’s magma seas, drawing in geothermal energy and transmitting it to the V-23 orbital collector and relay station. Once amassed there, the energy is beamed to the Web Colony on Volcus’ airless moon, Etna. As a surplus of energy is generated by the collector, high output power cells are produced here and exported throughout the ICSC. The interlinked array of habitat domes on Etna sustains nearly two hundred thousand colonists, while one hundred engineers maintain and live on V-23.
Permanent Mental Trauma

Back to Stress & Panic

If you have rolled a result of 13 or higher on a Panic Roll during a game session, you must make an EMPATHY roll after the session. Roll for the attribute only, not using any skill. If the roll succeeds, you develop a permanent mental trauma of some kind. Roll a D6 and consult the table on page 101.
LV-216

Back to Isca

An arid planetoid orbiting the gas giant Isca in the GL259 system, LV-216 is a hot, dry ball of rock with little vegetation and no indigenous life. LV-216 is one of the few celestial bodies where expensive planetary engineering was deemed unnecessary for human habitation. Thus, as of 2184, the colony of Pyrite boasts a population of 348 humans, a few dogs and cats, countless rodents, a few dozen horses, and several hundred cattle.

Founded in 2144 and funded by Chigusa Corporation, Pyrite was a literal gold rush settlement that saw its heyday rise and fall in the first year of its existence. Initial surveys of the planetoid had promised decades of lucrative mining, only to see veins of the precious ore dry up within weeks of the mining operation being set up. Though the surveys turned out to have been greatly exaggerated, Chigusa's mining executives were mollified by the sheer bulk of surprisingly pure iron sulfide, or pyrite -- fool's gold. Not nearly as valuable as true gold, the mineral still had its uses and the company decided to continue to provide support to the colony and the mining operation. Chigusa eventually expanded into cattle ranching owing to the climate of LV-216 being optimal for such endeavors and found it to be even more profitable than mining. Using the colony's aging Model V-10 A1113 Mantis transport, the *Otago*, shipments of excess cattle are even provided to LV-216's counter-satellite, the technophobic Arceon station as part of a rare instance of cooperation between Chigusa Corporation and Weyland-Yutani.
Armat CM4 Plastisteel Riot Shield

Back to Body Armor

This lightweight plastisteel shield is often used in urban warfare by Assault Marines as well as by Colonial Marshals. With a slow action, the shield will provide cover (page 96 of the core rulebook) with Armor Rating 5, which is added to any body armor. If the user moves, the cover from the shield is lost.
Emergency Repairs (space)

Back to Ship 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.
Sensor Operator Actions

Back to Space Combat

In the Sensor Phase, the sensor operator of each ship can perform one of the actions listed below:

Target Lock -To lock your sensors on to an enemy ship, make a COMTECH roll, modified by range, the Signature rating of the enemy ship, and other factors (see the table on the next page). If you succeed, your sensors lock on to the ship and you can now target it with your armaments in this Turn. If you are using the Maps & Markers Pack, flip the spaceship marker to show the spaceship outline. In subsequent Turns, you still need to Target Lock the same ship in order to fire on it, but unless the enemy ship Goes Dark, you don't need to roll dice—the Target Lock succeeds automatically.

Go Dark -Reactive action. If an enemy ship tries to Target Lock you in this Turn, you can try to break the lock and slip away, by reducing your infrared and electronic emissions, or exploiting a sensor blind spot such as a nearby star. Make a COMTECH roll—each (target) you roll eliminates a (target) rolled by the enemy. In addition, you can reduce your Signature rating (taking effect immediately) by powering down your ship’s sensors and/or engines, as part of the Go Dark action (see page 190).

Power Up Sensors - If your sensors are powered down, it takes one Turn to power them back up again. No roll is required.
Disease

Back to Other Hazards

When exposed to a dangerous contagion or infection, you need to roll an opposed roll for STAMINA against the Virulence rating of the disease. This is called a Sickness Roll. A typical disease has a Virulence of 3, but there are diseases with much higher ratings. If you fail the roll, you fall sick, which has several effects:

* One Shift after infection the disease breaks out, at which time you suffer one point of damage.
* You can’t recover your Health while sick.
* Make another Sickness Roll at the start of each Shift. Each failed roll means you suffer another point of damage.
* If you are Broken while sick, you must make another Sickness Roll after every Shift—failure means death.
* As soon as you succeed at a Sickness Roll, you are no longer sick. Stop rolling Sickness Rolls and recover your Health normally.

MEDICAL AID: If someone cares for you while you are sick, this person can roll your Sickness Rolls instead of you. The healer rolls for MEDICAL AID against the Virulence of the disease.

OTHER DISEASES: The sickness effects described above reflect a common but deadly disease. There are many other diseases that can have unique effects.
Sector 3847

Back to Outer Veil

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

* JPG-770.03 (GORHAM'S FOLLY): After the first Gorham Mining Colony was annexed by the UPP in the early 2100s, Industrialist Charles Gorham simply founded a better one. This terraformed world is the site of the deepest mining operation in the Outer Veil. Mine shafts on JPG-770.03 descend as far as 42 kilometers. Some sections of the planet were gouged and strip-mined before safer methods were introduced. The colony exists to service the mining operations, but the miners themselves are brought in on 18 month contracts. Gorham's Folly employs numerous service androids to keep the miners happy. Extensive trade routes exist between JPG-770.03, the Core, and the Outer Rim.
GL3000 System

Back to Tartarus Sector

**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.”

The situation changed when the Bug-Boys started using sophisticated weapons from an unidentified source—either a corporate or political enemy of the Three World Empire—and managed to cripple the USCMC frigate *USS Sulaco* with an orbital strike. The USCMC retaliated in kind, bringing in ships, marines, heavy equipment and tanks to retake the planet. The Bug-Boys were squashed, and the USCMC has maintained an occupying peace force on Linna 349 ever since, despite requests from the Three World Empire to release the world. Linna’s major export is the exceptional timber produced from its native thorny Karyta trees.
New Eden Sector

Back to Core Systems

Home to the Independent Core System Colonies, New Eden Sector exudes wealth and prestige and is protected by the ICSC corporate mercenary fleet. Stationed in the Ventix system, the fleet is always within a few parsecs of Relitor, NE/JV, and Alexandria and Olympia Colonies. The corporate colonies of New Eden Sector fought the 3WE for their independence. While the ICSC succession was granted within the last decade, UA and 3WE sanctions and tariffs restrict the flow of goods, people, and military equipment both into and out of the region, inadvertently creating a smuggling industry and thriving black market.

AG-4550 System

* 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.

Heske 337 System

* VOLCUS (ORBITAL COLLECTOR V-23 AND THE ETNA MOON): Geologically speaking, Volcus is a recently coalesced planet that is in the cooling phase of its development. As such, the surface is a living hell of sulfur, magma, and hot gases. While no colony exists on the surface itself, automated power stations float on the planet’s magma seas, drawing in geothermal energy and transmitting it to the V-23 orbital collector and relay station. Once amassed there, the energy is beamed to the Web Colony on Volcus’ airless moon, Etna. As a surplus of energy is generated by the collector, high output power cells are produced here and exported throughout the ICSC. The interlinked array of habitat domes on Etna sustains nearly two hundred thousand colonists, while one hundred engineers maintain and live on V-23.
BiMex Personal Shades

Back to Other Equipment (Miscellaneous)

Save the colonies and look cool doing it. Targeting lasers, atomic flash blasts, and solar radiation can cause instant blindness on the battlefield—but not while wearing a pair of BiMex sunglasses or goggles. The patented mirror refractory technology of BiMex lenses is even rumored to have reflected directed energy weapons back on their target. When wearing these, roll a Base Die if you’re hit by a laser weapon, such as the Rexim RXF-M5 EVA Pistol. On a (target), the beam is deflected and inflicts no damage. The shades, alas, are ruined in the process. Protect your eyes when you protect your country.
Motion Trackers

Back to Stealth Mode

A useful piece of gear in stealth mode is a motion tracker, such as the M314 unit (see page 134). You can use a motion tracker once per Turn, and each time you use it you must make a Power Supply roll (see page 34).

The tracker will automatically detect the presence of any large moving objects within LONG range (up to four zones) indoors and EXTREME range outdoors, and let you know which zone they are in. We recommend that you mark the “ping” of movement from a motion tracker by placing a token of some sort on the map.

Note that the motion tracker will only detect moving objects—if the GM determines that your enemy stays still, it won’t register.

Detecting an enemy with a motion tracker doesn’t mean you have spotted it and can engage it in combat—for that, you need to be in the same zone as the enemy or have line of sight to it. If the enemy is small or well hidden, the GM can also have you make an OBSERVATION roll to spot it.
Earth

Back to Sol Sector

Having been brought back from the brink of environmental disaster by a little terraforming at home, Earth is an eclectic array of densely packed centers of urban decay and beautiful green vistas. While some still linger, most radiation zones from past conflicts have been cleaned up and pose little threat. Earth is far from a safe place to live, however. The United States Oil Wars have taken their toll on North America. The recent Australian Rebellion against the 3WE was ended swiftly with the nuclear strike on the Outback’s capital, Canberra. The cost of living on Earth is extravagant, and those who aren't rich are confined to metropolitan ghettoes. Earth has become a world for no one but the corporate and government elite and those who would serve them. Still, the seats of power for the 3WE, UA, and the UPP are all located on Earth.
Scientist (Career)

Back to Your Character

*Every day, new pieces to the puzzle of existence are found on the Frontier. Figuring out what makes them fit together could leap humanity over nature’s next hurdle, and you are one thesis away from the respect you deserve. Some find you cold and detached; they don’t understand that your passion is knowledge. Whether your field is xenobiology, astrophysics, robotics, or even archaeology, there are countless treasures in space, just waiting for someone to trip over the next asteroid and run right into them. Whether or not that's you, you’re still the one who understands them better than anyone.*

TYPICAL NAMES: Viggo Kowalski, Drew Lancaster, Travis Torrence, Elena Sanchez, Louise Mallory, Karima Yusef

* KEY ATTRIBUTE: Wits
* KEY SKILLS: Observation, Survival, Comtech
* CAREER TALENTS: Analysis, Breakthrough, Inquisitive

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

* Your last project was stolen from you. Now you keep many of your findings secret.
* You hate authority and go out of your way to be uncooperative if possible.
* You find it hard to delegate to others, even if it means taking on extra work

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

* Albert Einstein Award
* Unfinished scientific paper
* Blackmail letters

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

* Unkempt, untidy appearance
* Stained lab coat
* Nervous manner
* Hands constantly shoved in pockets
* Tidy, well-trimmed hair
* Thoughtful gaze
* Clears throat before speaking
* Bleary, overworked eyes

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

* Digital video camera OR Hand radio
* Seegson P-DAT OR Neuro Visor
* Seegson System Diagnostic Device OR Personal Data Transmitter
* M314 Motion Tracker OR Personal Medkit
Like the Back of Your Hand

Back to Pilot Talents

This vehicle is yours, and you know every bolt and cable, nook and cranny. Choose one vehicle or spacecraft (not one type, but a single, specific craft). You get a +2 modification to Piloting with the chosen vehicle. You can choose this talent several times, once for each vehicle.
Talents

Back to ALIEN: A Whisper in the Dark Wiki, Core Concepts

*"Seventeen days? Hey man, I don't wanna rain on your parade but we're not gonna last seventeen hours! Those things are gonna come in here just like they did before! And they're gonna come in here--*

*"Hudson."*

*"--and they're gonna come in here--AND THEY'RE GONNA KILL US!"*

*"HUDSON! This little girl survived longer than that with no weapons and no training. Right?"*

*"Why don't you put her in charge?"*

*-Hudson and Ripley*

Talents are tricks, moves, and minor abilities that give you a small edge. They are more specialized than skills and make your character unique.

To survive and thrive in the cold dark of space you need to find your own niche, something you and no one else can do. Such special abilities are called talents. Talents can affect how you use skills or how you recover from damage or stress, or even let you do things that are quite simply impossible for others. As opposed to skills, talents are not rated—you either have them or you don’t.

There are two distinct types of talents—career talents and general talents. Career talents can only be learned by characters with a specific career. General talents can be learned by anyone. When you create a character for Campaign play, you get to choose one career talent. You can learn new talents during play (see Spending XP).

* STARTING TALENT: When creating a character for Campaign play, you get one talent at the start of the game. Your career offers you THREE talents to choose from. You can learn more talents during the course of the game, at which point you will have many more talents to choose from.

Colonial Marine Talents

Colonial Marshal Talents

Company Agent Talents

Kid Talents

Medic Talents

Officer Talents

Pilot Talents

Roughneck Talents

Scientist Talents

General Talents
Protective Gear

Back to Suits and Armor

Life Vest - An inflatable flotation vest included in many vehicular survival kits, a life vest will keep its occupant buoyant in most liquids. It includes a built-in flashlight and solar powered beacon transmitter that will broadcast PDT information over a two-kilometer radius.

Cold Weather Parka - Sometimes it’s damn cold on whatever frigid ball you’ve been dropped on. Other times, your lieutenant is too cheap to warm up your frigate’s life support past bare minimums.

Military Grade Hazmat Suit - 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.

UDEP Ultra Diffusive Environmental Poncho - These camouflaged rain-coverings are worn to protect from the elements, chemical spills, and more. Treated with an infrared absorbing coating, these ponchos can also make a marine nearly invisible in the rain (STEALTH +2 in wet environments).

G-Suit - This light pilot’s jumpsuit is standard issue to starfighter pilots. Pressure plates within the legs regulate blood flow. The helmet normally connects to the craft’s life support, but has a small compressed oxygen bottle that offers an Air Supply of 1 for limited independent use.
Other Equipment

Back to Gear

*“Mother? I’ve turned the cooling units back on. MOTHER?”*

*“Ship will automatically destruct in T-minus 5 minutes.”*

*“You BITCH!”*

*—LT. Ellen Ripley and MU/TH/UR 6000*

Computer Mainframes

* MU/TH/UR
* A.P.O.L.L.O.

Data Storage

* Long-Data Discs
* Magnetic Tapes

Diagnostics and Display

* Computer Terminal
* PR-PUT Portable Remote Pilot Uplink Terminal
* Seegson C-Series Magnetic Tape Recorder
* Samani E-Series Watch
* Personal Data Transmitter
* IFF Transponder
* Data Transmitter Cards
* Seegson P-DAT
* Seegson System Diagnostic Device
* HoloTab
* Modular Computing Device

Vision Devices

* Optical Scope
* Binoculars
* M314 Motion Tracker
* M316 Motion Tracker
* Head-Mounted Sight
* Neuro Visor
* W-Y Parameter Uplink Spectrograph Mapping Device
* Seegson Microview-2000SE

Tools

* Watatsumi DV-303 Bolt Gun
* Mechanical Cutting Torch
* Maintenance Jack

Medical Supplies

* Personal Medkit
* Surgical Kit
* Pauling MedPod
* AutoDoc

Pharmaceuticals

* Neversleep Pills
* Hydr8tion
* Naproleve
* Recreational Drugs
* X-Drugs

Food and Drink

* Prefab Meals
* Water
* "Bug Juice" Protein Drink
* Soda and Candy Bars
* Coffee
* Colony Specialty Meals
* Beer and Booze

Other Equipment (Miscellaneous)

* BiMex Personal Shades
* CBRN Detection Kit
* IMP Individual Marine Pack
* TNR High Beam Shoulder Lamp
* Muzzle Suppressor
* Folding Entrenching Spade
* Folding Winch
* Polymer Climbing Rope
* F3S Full Spectrum Spotter Scope
* PDT/L Personal Data Transmitter Bracelet/Locater Tube Set
* M73PX Parafoil
POL-5362 System

Back to Neroid Sector

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.

Now, a crew of thirty-two scientists, administrators, and security officers live on an aging buoyant/submersible research and monitoring platform built to accommodate two hundred. The team has two antique submarines, four research pods, and a dropship to get them to and from orbit. Assignment to Aires Platform is considered a dead end for W-Y scientists with experience and a good start for interns and new hires. While unsubstantiated, rumor has it that the last transmission from Aires indicated the team had located what appeared to be artificial structures at the bottom of the methane sea, and that their sensor buoys had again begun to register movement beneath the ice...
Medical Supplies

Back to Other Equipment

Personal Medkit - A Personal Medkit contains what you need to stop bleeding, disinfect a wound and cauterize it, some Pharmax bandages to wrap it up and a stim boost to keep you on your feet. A Medkit is not a permanent solution, it’s more of a band aid to keep your guts from spilling out until you reach an Auto–Doc. Gives a +2 modification to MEDICAL AID rolls, but can only be used once.

Surgical Kit - These nasty-looking instruments can mean life or death—in either the hands of a surgeon or a killer. While they are intended to save lives, in a pinch they can make for great cutting weapons. Gives a +1 modification to MEDICAL AID rolls to prevent death from a fatal critical injury (see page 99). Base Damage 2 when used as a weapon.

Pauling MedPod - If you are going to get nearly dead, do it near a Pauling. The answer to space medicine, the Pauling MedPod is an autonomous medical scanner and surgical unit capable of performing bypass surgery. The Pauling MedPod can diagnose and treat infections through concentrated antibiotic injections. It can perform basic wound repair and pre-programmed surgical procedures such as an appendectomy, laparoscopic ablation and cesarean section.

The Pauling MedPod has gone through several iterations. The newest model is the Pauling MedPod 1080i. Although still cost prohibitive, the 1080i is much more prolific than its 720i predecessor. All models of the Pauling MedPod feature an airtight operating shield, comfortable limb restraints, a laser scalpel, computer controlled robotic surgical arms, liquid spray anesthetic and vital signs sensors, all mounted on an adjustable titanium base. The MedPod can be programmed with a simple (+2) COMTECH roll and has a MEDICAL AID skill level of 10 (roll for the skill level only), but can’t push its rolls.

AutoDoc - Not everyone can afford a Pauling MedPod, but almost every ship, station, and colony has at least one AutoDoc. Essentially a poor man’s version of a Pauling, the AutoDoc is an automated medical treatment device that diagnoses and treats lesser wounds and infections. It is not capable of complicated surgery, but it can reset broken bones. The AutoDoc can be programmed with an unmodified COMTECH roll and has a MEDICAL AID skill level of 6 (but can’t push its rolls).
Coup de Grace

Back to Damage

A Broken character is defenseless. If it’s a human being and you want to kill your target outright, you must fail an EMPATHY roll (roll for the attribute only, without Stress Dice). Whether or not you succeed at killing your target, you increase your STRESS LEVEL by one— killing in cold blood is not that easy. If you have the Merciless talent, you can kill defenseless enemies without this negative effect.
PDT/L Personal Data Transmitter Bracelet/Locater Tube Set

Back to Other Equipment (Miscellaneous)

One piece is a PDT wrist-worn accessory, the other is its dedicated locator. Limited to a range of under 100 meters (four zones), the locator tube digitally displays its proximity to the bracelet and beeps louder as it approaches the transmitter. If the tube is synced to an APC TAC center, full biometric data of the wearer can be accessed.
The ABCs of EEVs

Back to Spacecraft Basics

If your ship is in danger, you’ve got to get the hell off it, fast. In an emergency, MU/TH/UR will dump her flight recorder data to your Emergency Escape Vehicle, lock onto the nearest homing beacon, and auto-navigate you away from your exploding ship. So sit back, watch the fireworks and take a deep breath.

A NOTE FROM MU/TH/UR: Aside from the 337 and shuttles equipped with a tachyon shunt, most escape vehicles are incapable of FTL speed. While auto-piloted, navigation can be over-ridden by those aboard. If any of these craft are ejected from within an atmosphere, they will attempt a soft landing with limited success.

Class A Ejection Pod

* CAPACITY: 1
* LENGTH: 2m
* Designed for ejection in space only, the coffin-shaped ejection pod has limited thrust capability but can put an occupant in a state of semi-stasis for up to a week to prolong the possibility of rescue.

Class B EEV Type 20 Series

* CAPACITY: 2–4
* LENGTH: 6m–8m (depending on model)
* A simple box-like pod with minimal thruster capability, the Type 20 has cramped seating, no capacity for cryosleep, and can sustain its occupants for ten days. They cannot land on a planet and will burn up on reentry.

Class C EEV Type 337 FTL

* CAPACITY: 5
* LENGTH: 14m
* An ICC standardized escape module designed by Bodenwerke Gesellschaft to replace the military’s aged BD-409 EEV, the L-shaped EEV Type 337 is built into the outer hull of many modern starships. When the ship is crippled and there is no time to awaken the crew from stasis, MU/TH/UR will transfer the crew’s cryosleep capsules to the EEVs and auto-eject them. The 337 can sustain a crew in stasis for upwards of fifty years. FTL range is limited to 1.4 parsecs, but they are capable of a controlled landing.

Class D Lifeboat Module

* CAPACITY: 2–20
* LENGTH: 23m
* This maneuverable escape craft is an ejectable module built into many high-end FTL spacecraft. The module has seven rooms that can be configured as a mission dictates, ranging from a simple crew lifeboat to luxury quarters to an experimental science lab. It can support three active occupants for two years or up to twenty people in cryosleep for fifty. The module can make planetfall and be programmed for atmospheric flight.
Norcomm AK-104S Pulse Action Suit Gun

Back to Rifles

This UPP weapon is a pulse grade AK-104 rifle reconfigured and built into an armored exoskeleton forearm and shoulder housing. Worn standard with the CCC5 Combat Compression Suit, this semi-automatic weapon is mounted on the user’s wrist to allow for flexibility in the field. An internal ammo belt feeds the gun from a stored ammo pack right next to the suit’s O2 tanks.

The ammo pack is the suit gun’s weakness. Take it out (–2 to hit) and you’ll not only ignite the ammo but feed the explosion with the suit’s stored oxygen, triggering a Blast Power 9 explosion and destroying both the gun and the suit.
M10 Ballistic Helmet

Back to Body Armor

Worn as part of the M3 Personnel Armor (page 127 of the core rulebook), the helmet is equipped with a full motion tactical camera system that transmits to the squad’s APC, dropship, or ground tactical monitoring station. The helmet mounts a passive infrared sight and an Identify Friend/Foe (IFF) transmitter that will prevent automated systems like sentry guns from killing you.
Talents (MOS)

Back to The Basics

Choose one of the talents listed for your MOS. Some of these talents are new. If you’re an NCO, you can choose an Officer career talent instead of a MOS talent.

Colonial Marine Talents

* Banter - Between fights, you release the tension in your team with some friendly banter. Your STRESS LEVEL, and the STRESS LEVEL of everyone in SHORT range of you, drops two steps (instead of one) for every Turn spent in a safe place (see page 104). Having several Marines with this talent doesn’t increase the effect.
* Overkill - You don’t run and hide when the going gets tough. Instead of panicking in the face of mortal danger, you can turn your fear into aggression and use it as a weapon against your enemy. You can trigger the Overkill effect when you make a Panic Roll—see page 104.
* Past the Limit - When the going gets tough, the tough get going, and you’re the toughest badass around. You can push any skill roll based on STRENGTH twice, not just once like other characters. Each push increases your STRESS LEVEL by one.
* All-Terrain Driver - Almost anyone can drive a tractor or APC, but with this talent you have experience driving all-terrain vehicles over rough terrain whilst minimizing damage to the vehicle. You get a +2 modification to PILOTING when driving a wheeled or tracked vehicle built for off-road travel.
* Bypass - You have experience jury-rigging toolkits and using diagnostic devices to hack doors. You gain a +2 modification to the COMTECH skill when attempting to unlock a locked entryway.
* Heavy Weapons - The military uses a variety of heavy weapons, from plasma guns to tactical missiles and tank guns. You get a +2 modification to RANGED COMBAT when firing such weapons, and +2 to HEAVY MACHINERY when attempting to unjam or fix a heavy weapon.
* Hug the Dirt - 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.
* Remote - You are qualified to set up, control and repair remote sentry guns and other remotely controlled battlefield devices, and to pilot remote vehicles and Pups. Receive +2 to COMTECH rolls to carry out these tasks. The correct equipment is needed in all cases. A portable uplink terminal, for example, is needed to remote pilot a dropship, EVAC fighter or APC.
Range Categories

Back to Time & Space

The distance between you and your opponents is divided into five range categories. See the table below.

RANGE - DESCRIPTION

* Engaged - Right next to you
* Short - A few meters away, in the same zone as you
* Medium - Up to 25 meters away, in an adjacent zone
* Long - Up to about 100 meters(four zones) away
* Extreme - Up to about one kilometer
Resolution (Close Combat)

Back to Close Combat

If your CLOSE COMBAT roll is successful, your attack hits and you inflict damage equal to the weapon’s Damage rating on your opponent (see page 118). Damage may be mitigated by armor. Read more about damage, armor, and critical hits on page 98.

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

* You inflict one additional point of damage. You can choose this stunt multiple times, if you roll several (target).
* You out-maneuver your enemy and get to exchange your initiative score (see page 87) with them, taking effect next Round. You can’t go back to your earlier initiative.
* You knock or pull a weapon or other object from your opponent. You choose which. During combat, picking up a dropped object counts as a fast action.
* Your opponent falls prone. This stunt can only be used on humanoid opponents.
* You pin your enemy in a tight clinch. See Grappling, below. This stunt can only be used on humans and synthetics.
Medical Aid (Empathy)

Back to The 12 Skills

In the world of ALIEN, there is a significant risk that you or the other characters will be injured, sooner or later. This is when the MEDICAL AID skill is useful. It can be used in two different ways:

Recovery - A person whose Health has dropped to zero is Broken. If you apply your MEDICAL AID skills to them and your roll succeeds, they get back on their feet and immediately recover a number of Health points equal to the number of (target) you rolled. Read more about damage in Damage.

SAVE A LIFE: The most critical use of MEDICAL AID is saving the life of a fallen character who has suffered a critical injury. A failed roll at this point could mean the end for your patient, so be careful! See Critical Injuries.
Skills

Back to ALIEN: A Whisper in the Dark Wiki, Core Concepts

*"Hey, I feel like kind of a fifth wheel around here. Is there anything I can do?"*

*"I don't know, is there anything you can do?"*

*"Well, I can drive that loader. I have a Class-2 rating."*

*"Be my guest."*

*-Lt. Ellen Ripley and Master Sergeant Al Apone*

Your skills are the knowledge and abilities you have acquired during your life. They are important as they determine, along with your attributes, how effectively you can perform certain actions in the game. There are twelve skills in the game and they are all described in detail in Chapter 3. They are measured by skill level on a scale from 0 to 5. The higher the number, the better.

NO SKILL LEVEL? You can always roll for a skill even if you have no level in that skill. In that case, you only use the associated attribute for the skill in question plus any modifiers from relevant Gear.

STARTING SKILL LEVELS: When you create your player character for Campaign play, you distribute a total of 10 points amongst your skills. You can assign up to three points to each of the skills listed for your career. You can assign a single point each to any other skills you choose. You can increase your skill levels during the game (see Spending XP).

SKILLS

Roleplaying is an intimate conversation. The GM sets the scene, you describe what you do, she tells you how the NPCs react, you respond, and so on—back and forth. The story grows one step at a time, and everyone lives happily ever after.

Yeah, just kidding about that last part. Not on the Frontier, you don’t.

Sooner or later, the shit—just like prisoner Murphy—hits the fan. Things come to a head, a point of no return is reached, and a problem mounts that cannot just be settled by talking your way out of it. That’s when you call upon your mad skills.

Just break out the dice and show Mother you know a thing or two.

The 12 Skills

* Heavy Machinery (Strength)
* Stamina (Strength)
* Close Combat (Strength)
* Mobility (Agility)
* Piloting (Agility)
* Ranged Combat (Agility)
* Observation (Wits)
* Comtech (Wits)
* Survival (Wits)
* Medical Aid (Empathy)
* Command (Empathy)
* Manipulation (Empathy)
	+ Negotiating Position

Rolling Dice

* Mean Success
* The Art of Failure
* Chance of Success
* Describe Your Action
* Pushing Your Roll
* Stress Level
* Panic
* Story Points
* Only Once Chance
* Group Rolls
* Modification
* Difficulty
* Help From Others
* Opposed Rolls
Repairs

Back to Vehicle Combat

Repairing damage to a vehicle 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. Each (target) rolled removes one point of damage. If the vehicle was Wrecked, it is no longer considered Wrecked once it has regained at least one HP.

COMPONENT DAMAGE: If the engine or a mounted weapon has been disabled, repairing it typically requires a HEAVY MACHINERY roll, in addition to any roll for repairing hull damage. The work takes one Shift.
Mean Success

Back to Rolling Dice

When you use a skill, first describe what your character does or says. Then, add your skill level to your score in the attribute connected to the skill, and grab that many Base Dice. If you have Stress Dice (below), add these to the dice pool as well.

Then just roll all the dice together. For your action to succeed, you must roll at least one (target) symbol (a six)—if not, your action fails. If you roll more than one (target), you can perform stunts (listed under each skill description).

THE (facehugger) SYMBOL: On the Stress Dice, the 1 is replaced by the (facehugger) symbol. If you roll one or more (facehugger) you risk panicking. Read more on page 103.
M73PX Parafoil

Back to Other Equipment (Miscellaneous)

This non-rigid delta-shaped airfoil collapses down small enough to fold up and tuck in a rucksack. They are usually used in stealth drops to silently glide into enemy territory. If for some reason you are in an exploding dropship or aerospace fighter and manage to eject without decapitating yourself, you’ll want one of these to help you make a softer landing. Donning a parafoil is a slow action, deploying it is a fast action. The PILOTING skill is used to maneuver. In flight, the parafoil has a Speed rating of 3 (page 114 in the core rulebook).
Outer Rim

Back to Systems and Planets

Beyond the Outer Veil is the Outer Rim. Out here American and UPP explorers discovered several resource rich planets that could support human life without terraforming. The Rim is the outer edge of civilized space.

The Outer Rim is a place of political brinkmanship. At the turn of the century, the Three World Empire and the many nations that would become the UPP claimed the star systems nearest to Earth. The American nations instead looked beyond the Outer Veil to conquer new rich and fertile territories. Many of the worlds American explorers discovered on the Outer Rim were capable of supporting life without the use of Atmospheric Processors, making colonization swift and comparatively inexpensive. The American colonies joined together and the United Americas were formed. Fearing American expansion, the fledgling UPP poured its resources into exploring and claiming a large section of the Outer Rim as well—in the process over-extending themselves and crippling their economy. While the 3WE has made its own limited push into the Outer Rim, it relies solely on Weyland- Yutani to handle such expansion efforts. While civilized to some degree, the Outer Rim Territories of today are both bountiful and full of conflict. Home to many military installations, the Outer Rim is where modern man fights his wars and faces the unknown.

Borodino Sector - Nestled in a pocket between the encroaching United Americas and the Union of Progressive Peoples, part of the Borodino Sector is openly disputed Frontier on the Outer Rim. Here, a UPP system might be next-door neighbor to a UA one, and as such it is a volatile area. It is the site of some of the Colonial Marines’ most famous battles, including the Tientsin Campaign and the Arcturan Conflicts. Some worlds here have even declared their complete independence, while others are protected by the ICSC.

* Requist System
* Gliese 326-3827 System
* 8 Eta Boötis System

Tartarus Sector - 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
* GL3000 System
Long-Data Discs

Back to Data Storage

After several data losses from electromagnetic pulses in the first half of the 21st century, the move was made to reintroduce and reinforce physical data storage. Weyland Corp scientists took optical disc media and enhanced it to the next level. The result is a nano-optical long-data memory disc. Called LDs, each disc can hold up to 10 zettabytes (ZB) of data. All colony and corporate records are backed up on these discs in case of an electromagnetic discharge.
Stress

Back to Core Concepts

Life in space is lethal. More often than you’d like, you’ll find yourself under extreme pressure. In the game, this mounting tension is represented by your Stress Level. It usually starts at zero, and can increase by pushing dice rolls (see Pushing Your Roll) and by experiencing frightening or stressful situations.
Red Vox - There's a Place

### Description

For our upcoming album Blisions (Vinny You Fucking Imbecile). For the full album playlist, click here: https://youtube.com/playlist?list=PL0e6VZizM3Q8fZNZGp47Ima5kJ-dv2722

Shoutouts to TheNerdyGirl05. No particular reason.

**Red Vox - There's a Place** is an upload of **There's a Place** from the album *Visions.*

## Jokes

This video is a mashup of the advertised track and S&M by *Rihanna.*

## Trivia

* This is currently the fourth most viewed upload on the channel, boasting over 1.1k views as of March 26, 2023.
* This upload was remastered by Renigen on October 19, 2022.