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Ranged Combat

Back to Combat & Panic

When you shoot at someone from a distance, roll for RANGED COMBAT. You need to be able to see your target. You also need a ranged weapon, even if it’s simply something to throw. The weapons tables in Chapter 5 describe a variety of firearms and other ranged weapons. To draw a gun from a belt or holster, or a rifle from its sling, is a fast action. Firing a weapon is a slow action.

Aiming - If you take your time to aim carefully before squeezing the trigger, you get a +2 to your attack roll. Aiming is a fast action. If you do anything else except shoot your weapon after you have aimed, or if you are hurt, you lose the effect of the aim and you need to spend another fast action to aim again.

Range - The weapons tables in Chapter 5 indicate the range of each weapon, i.e. the maximum range category at which the weapon can be used. The farther away your target is, the harder it is to hit. At MEDIUM range you get a −1 modification, and at LONG range you get −2. At ENGAGED range you get −3, because it’s hard to draw a bead on an opponent that close. You don’t get this penalty if you fire at a defenseless or unwitting enemy—instead, you get a +3 modification.

Target Size - Firing at a large target, such as a vehicle, gives a +2 modification to the attack. Firing at a small object, such as a small hatch, a hand-held item, or a Chestburster, gives a –2 modification.

Resolution (Ranged Combat)

Full Auto Fire

Cover

Ammo

Overwatch
Stress & Panic

Back to Combat & Panic

Stress Level - The mounting tension in your character is measured by their STRESS LEVEL. It usually starts at zero, and increases during the course of the game.

Panic Roll - As long as you keep your stress in check, you can use it to your advantage. But if the tension grows too strong it can explode, sending you into a wild panic.

Stopping Panic - Some effects on the Panic Roll table are immediate or last one Round. Others remain in effect until one of the following happens:

* Another character comes to your aid and makes a COMMAND roll (see page 71). This counts as a slow action in combat.
* You are Broken.
* One Turn passes.

Relieving Stress - For every full Turn (5–10 minutes) spent resting in a safe area that is secured from enemies (as far as you know), your STRESS LEVEL is reduced by one point. You cannot make any skill rolls when resting, and if your rest is interrupted, it doesn’t count. A Panic Roll can also decrease stress, as can certain drugs.

Once per Act in Cinematic play, and once per game session in Campaign play, you can interact with your signature item in some way to reduce your STRESS LEVEL one step. This typically requires a slow action.

Some conditions, such as Starving or Freezing (see page 106), can block your ability to relieve stress.

Permanent Mental Trauma - 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.
Muzzle Suppressor

Back to Other Equipment (Miscellaneous)

If you gotta shoot someone in public, pop one of these cylinders on the end of your firearm and do it real quiet like. Just remember that anyone calling it a silencer is full of shit—nothing is going to completely silence a bullet. What it does do is force your enemies to make an OBSERVATION roll to detect the shot. Muzzle Suppressors are available for a variety of firearms, ranging from pistols to sniper rifles.
LV-426

Back to Calpamos

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

LV-426 is perhaps best known as the site of the doomed colony Hadley’s Hope. Thirty-five years after the Nostromo incident, Weyland-Yutani and the Colonial Administration set up an atmospheric processor on the swiftly turning moon and began terraforming procedures. The moon was renamed Acheron by its early settlers, and Hadley’s Hope endured there for more than twenty years. The colony stopped transmitting reports in July of 2179, prompting a visit by a contingent of colonial marines. Whatever transpired next led to the nuclear annihilation of the colony and the death of both the colonial marine unit and all 158 colonists. What caused the destruction is uncertain—conflicting reports range from an attack by a rival government or unknown alien species to a simple reactor accident and meltdown. All that remains is a radioactive wasteland stretching over 700 km.

Soon after the incident, both Weyland-Yutani and the Colonial Marines sent search and rescue teams to Acheron in the hopes of finding survivors. While the colony and the atmospheric processor were vaporized, it was theoretically possible that any colonists who made it as far as the Ilium Range would be protected from the blast by the mountains there. The company set up a relief station in orbit, but no survivors were ever found. Called Kathar Station, it is now a minor research platform maintained by a custodial staff.

* *A NOTE FROM MU/TH/UR: While other sources have indicated that the Derelict did in fact survive, the validity of those works as canon has come into question. It’s up to you to decide what works best for your campaign.*
Naproleve

Back to Pharmaceuticals

An injectable instant pain reliever for all strains, stresses, and irritations. Recommended for use during any self-inflicted cesarean performed to extract an unconventional fetus from your womb. Immediately reduces the patient’s STRESS LEVEL to zero. Warning: an overdose of Naproleve can have an intoxicating effect. Each dose beyond the first in the same Shift gives a –1 modification to all AGILITY-based skill rolls until the end of the Shift.
Menacing

Back to General Talents

You have a scary physical presence that makes it easy to intimidate people. You can roll for Manipulation using Strength instead of Empathy when you threaten someone to make them do what you want. If you succeed, your opponent cannot demand anything in return from you. They can still choose to attack you instead of giving in.
Motorized Infantry

Back to Vehicles

M570 Series Armored Personnel Carrier

* Lockheed Martin M577 Armored Personnel Carrier
* Lockheed Martin M579 Air Defense APC

Mikoyan-Liu Ox Series HAMPV 6x6 Heavy Armored Multi Purpose Vehicle

Seegson MX11A1 "Hovertread" Light Infantry Vehicle

Alphatech XT-37 Stinger 4x4 Fast Attack Vehicle
M201 Multiple Launch Rocket System

Back to Artillery

The M201 is a heavy-tracked and turreted missile launcher with eight massive rocket tubes. In use by both the UA Colonial Marines and the 3WE Royal Marines, the M201 is designed to fire traditional 250mm Thunderbolt rockets, with variant models such as the Rainmaker and Stormbringer that scatter mines and firebombs, respectively. These rockets are aimed at entire zones, not individual targets. On a miss, a random adjacent zone is hit instead.

All eight rockets on the M201 can be fired with a single (slow) action. The launch crew can designate individual target zones for each rocket, but they must all be adjacent to each other. Roll one attack roll for the entire barrage—on a miss, determine deviation separately for each rocket. While capable of delivering a devastating barrage, the M201 is encumbered by its reload time—after all rockets are fired, it takes support personnel a full Turn to reload.
Launch Countermeasures

Back to Gunner Actions

This reactive action is used to launch defensive measures such as sensor decoys and sensor drones (see page 176). If any offensive weapons are fired at your ship in this Turn from SHORT range (adjacent zone) or more, your gunner rolls RANGED COMBAT, modified by the Bonus rating of the countermeasure. Every (target) rolled by your gunner eliminates one (target) rolled by the attacker. If you are attacked multiple times, make a separate roll for each incoming attack.
KG-348

Back to Zeta Reticuli System

The former site of Sevastopol Station, KG-348 is a gas giant orbiting the star Zeta1 Reticuli. KG-348 has a rare atmosphere that is rich in metallic gases and has long been considered as a site for an atmospheric mining operation. The Seegson Corporation ran Sevastopol Station until it suffered a catastrophic accident in the 2130s, fell into a decaying orbit around the planet and burned up in the atmosphere. While Seegson still maintains mining rights to the planet, they have yet to exploit them, and independent pirate mining operations are rumored to be taking place there.
Pilot Actions

Back to Space Combat

In the Pilot Phase, the pilot of each ship first performs one of the actions listed below. Then, after all pilot actions are resolved, all ships move a number of zones equal to their current approach velocity toward the enemy ship/ships (or away from, if you have already passed each other).

Accelerate - Roll for PILOTING, modified by the Thrusters rating of your ship. If you roll one (target), the approach velocity of your ship is increased by one. If you roll several (target), you may increase your approach velocity by one or two steps.

Decelerate - Roll for PILOTING, modified by the Thrusters rating of your ship. If you roll one (target), the approach velocity of your ship is decreased by one. If you roll several (target), you may decrease your approach velocity by one or two steps.

Maneuver - Make an opposed PILOTING roll against the pilot of an enemy ship, modified by the Thrusters rating of your ship. It counts as an action for you, but not for the enemy. Only you can push the roll. If you win the roll, you can trade initiative cards with the enemy ship.

Ram - This action can only be attempted if the target ship is at Contact range (same zone) at the start of the Turn (before movement). Make an opposed PILOTING roll against the pilot of an enemy ship, modified by the Thrusters rating of your ship. If you win the roll, you hit and both ships suffer damage equal to half the full Hull score of the opposing ship (round up). The target ship then suffers extra damage equal to the number of (target) you rolled beyond the first.

Dock -This action can only be attempted if the target ship is at Contact range (same zone), and if both ships have the same approach velocity. It also requires a Docking Station module. Make an opposed PILOTING roll against the pilot of an enemy ship, modified by the Thrusters rating of your ship. If you win the roll, your engineer may try to breach the enemy ship (see below). Once the docking is complete, the ships are joined together— only the bigger ship of the two can perform any pilot actions.

* SHIP MOVEMENT: Note that ship movement occurs at the end of the Pilot Phase, after all pilot actions have been resolved but before the Gunner Phase begins. If one ship moves off the space combat map, but the distance between the ships is still eight zones or less, simply move both ships an equal number of zones back onto the map. Remember - in space combat, only relative distance matters.
Piloting (Agility)

Back to The 12 Skills

Be it a dropship, a starfreighter or a battle frigate, you’re the one to fly it. Roll for PILOTING when you attempt any difficult and dangerous maneuver at the helm of any type of spacecraft. The skill can also be used to drive ground vehicles.

FAILURE: You’re coming in too hot, and you crash and burn.

SUCCESS : You pull off the maneuver by the skin of your teeth.

STUNTS : For every extra (target) you roll, choose one stunt applicable to the situation:

* Gain a +1 modification to a later skill roll relating to this one.
* You show off.
The Bridle of Flesh

**The Bridle of Flesh** was a powerful item that first appeared in Book 3. It was a supernatural bridle made by the Harvesters from a strip of Tyler's skin, and was used by Kate to restrain the Dapple-Grey Stallion and deliver it to the Horse-Eater.

## Description

The Bridle of Flesh is a leather bridle, fashioned by the Harvesters from a strip of skin taken from Tyler's forearm. It was described by the Horse-Eater as being of fine craftsmanship.

## Origin

The Harvesters removed a strip of flesh from Tyler's arm, and later gifted it to Kate in the form of a bridle.

## Use

Kate used the Bridle of Flesh to tame the Dapple-Grey Stallion, in order to return it to its master, the Horse-Eater.
Target Lock

Back to Sensor Operator Actions

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.
Model CM-88G Bison

Back to Spaceships of the 2180's

M-CLASS COMMERCIAL STARFREIGHTER

A well-known vessel in the shipping lanes, the popular CM-88 series Bison has gone through little in the way of cosmetic changes over the past century. While originally advertised as an interstellar cruiser, ICC regulations made the Bison’s weight class and interior volume an attractive candidate for hauling freight. Some entrepreneurs were even installing new engines on the Bison and converting her into a towing vessel. Manufacturer Lockmart decided to offer the ship in multiple configurations and upgrade packages. Newer models like the G have more sophisticated FTL packages and communications suites than the older B and D models, but their internal and external configurations are mostly the same. Plus, the Gs usually aren’t as grimy. In its freighter configuration, the Bison carries its cargo in large internal cargo bays.
Pistols

Back to Weapons and Armor

M4A3 Service Pistol - This inexpensive 9mm pistol is the standard sidearm of the USCMC. You should always have a backup for your backup, and this pistol might as well be it.

.357 Magnum Revolver - A classic high caliber revolver, equally popular amongst both Frontier Marshals and lowlifes.

Rexim RXF-M5 EVA Pistol - A miniaturized and weaponized version of a Weyland-Yutani laser welder in use from the 2100-2120s. This tool was originally improvised as a weapon by the J’Har rebels during the 2106 uprising on Torin Prime. Always one to find profit in anything, Weyland-Yutani studied the modifications after the war and made them the standard self-defense armament on their commercial fleet.

Watatsumi DV-303 Bolt Gun - The DV-303 is a construction tool that uses expanding bolts to make emergency hull repairs. The DV-303 can be turned into an improvised weapon—firing bolts like a single round shotgun—a trick first used by Frontier rebels in the early 2100s. This weapon must be reloaded (slow action) after each shot.

Bionational TX-9 Chemical and Biological Injection Air Pistol - This short-range pistol fires darts that can be loaded with a variety of pharmaceuticals or toxins, including bioweapons in serum form (see page 109 in the core rulebook). The pistol can also be used to deliver biochemical tracers. The tracer lasts for D6 days and can be detected with a CBRN kit from up to 30km away. Any AutoDoc can flush the trace elements out of your system, so find one and flush fast—who knows what’s tracking you out there.

VP-70MA6 Semi-Automatic Pistol - This pistol is a time-honored weapon dating back nearly two hundred years. For nearly seventy years the VP70 series was only found in the hands of USCMC officers from key influential military families. Over the past decade, it has begun to supplant the outdated M4A3 as the standard marine sidearm.

Weyland ES-4 Semi-Automatic Electrostatic Pistol - Developed a century ago, this electrostatic kinetic energy projectile weapon uses charged elements to fire high-speed armor piercing rounds. Each bullet carries a charge that has a stunning effect.

Norcomm QSZ-203 Semi-Automatic Pistol - A short recoil operated weapon, this Chinese manufactured pistol has been the standard sidearm of the UPP since they absorbed the CANC in 2164. Rarely available for sale on the black market, the QSZ-203 fires 5.8mm rounds that have excellent armor piercing capabilities.
Synthetics

Back to Other Hazards

Synthetic individuals are increasingly common in the Core Systems, and appear on the Frontier as well. Some are open about their artificial nature, others pose as humans. In combat, androids act like humans, and they roll skill rolls normally. But there are several differences:

ATTRIBUTES: Synthetics generally have higher attribute scores than humans.

SKILLS & STRESS : Androids can’t push skill rolls. They don’t suffer stress, don’t have a STRESS LEVEL, and they never make Panic Rolls.

   DAMAGE: If a synthetic is Broken, roll for a critical injury on the table to the right. Until the android suffers a System Shutdown, it can continue to operate, only suffering the effects of the critical injury. This makes androids very hard to stop. Each further attack inflicting damage on a Broken android will inflict another critical injury. If you roll the same critical injury again, shift it down one step on the table (from a 4 to a 5, for example).

REPAIRS: Androids don’t heal. Instead, a Shift of work and a COMTECH roll is required to repair all lost Health points and all critical injuries, as long as the android hasn't suffered a System Shutdown. They can repair themselves.

DEATH: Androids don't make Death Rolls and cannot “die.” If they suffer a System Shutdown they can be reactivated to communicate with. This requires a power source, a Turn of work, and a COMTECH roll. An android “revived” in this way can be repaired (above) to working order, but it will suffer a permanent mental trauma.

RESOURCES: Synthetics don’t need air, food, water, or sleep. They are immune to vacuum, cold, and disease. Androids are typically unaffected by alien pathogens.

*It is illegal to program an android for violence against humans. While modern synthetics are governed by behavioral inhibitors that prevent them from injuring others, earlier models are not so equipped and are therefore dangerous. Expensive bypass packages are available on the black market for those who want to circumvent these laws. An android that goes too long without scheduled maintenance can also begin to experience mental degradation and the onset of psychosis, which will render the inhibitors moot.*
Lockheed Martin M577 Armored Personnel Carrier

Back to M570 Series Armored Personnel Carrier

The standard ground transport of the USCMC, the M577 APC carries a full marine section into battle. Its interior is equipped with a tactical command center with links to each soldier’s helmet cams and biosigns. The exterior is armored with a laser absorbing paint job.

In addition to a small front mounted turret, the M577 mounts a rotating main weapons package on a rail system that allows it to slide back and store in the rear of the vehicle when not in use, thus lowering the APC’s profile and heat signature. The air pressure in its large, armored wheels is controlled by the driver in order to facilitate better traction over soft terrain and allow the vehicle’s chassis some additional clearance over rough ground—its low profile is perhaps the APC’s biggest weakness. Put a reckless driver behind the wheel in a rocky environment and you are likely to blow the transaxle.

The amphibious and vacuum tight APC is designed to be carried in the vehicle bay of a Cheyenne dropship, allowing it to be deployed nearly anywhere. While the M577 is the standard APC seen on the Rim, there are variants with different weapons configurations.
SpaceSub ASSO-400 Harpoon Grappling Gun

Back to Rifles

Designed for aiding in emergency manual docking maneuvers, the ASSO-400 fires a grappling-hook-tipped harpoon that carries a tether. The ASSO-400 is used to close the distance between free-floating objects and personnel in space. On a hit with this weapon, the grappling hook attaches to the target. If the target is heavier than you, you can use the tether to rappel quickly toward the target (slow action, moves you from MEDIUM range to ENGAGED). If you are heavier, you can instead pull the target toward you (requires a STRENGTH vs. STRENGTH opposed roll if the target resists).
Norcomm AK-4047 Pulse Assault Rifle

Back to Rifles

The UPP equivalent to the M41A Pulse Rifle, the AK-4047 is a cheap and reliable substitute. As such, the weapon often winds up in the hands of mercenaries and insurgents. While not as accurate as the M41A, the AK-4047 is sturdier than the USCMC weapon. An AK-4047 still works after being thrown off a cliff and left underwater for a month.
Shoving

Back to Close Combat

As a fast action, you can try to shove an opponent at ENGAGED range away from you. This is done with a CLOSE COMBAT roll. The GM can modify your roll for certain opponents. If you succeed, your opponent is shoved away to SHORT range from you. Shoving a target away can be useful if you want to engage it in ranged combat rather than fight it hand-to-hand. Shoves can be blocked (above).
Cinematic Play

Back to Game Modes

A Cinematic scenario emulates the dramatic arc of an ALIEN film. Designed to be played in a single session, this game mode emphasizes high stakes and fast and brutal play. Conflict between player characters is likely, and you are not all expected to survive. In fact, most of your PCs probably won’t live to see the end of the scenario.
The Game Mother

Back to Roleplaying ALIEN

The final player is the Game Mother, or GM for short. She describes the ALIEN universe to you. She portrays all the people and creatures you meet during the game. Characters controlled by the GM are called non-player characters, or NPCs for short.

The game is a conversation between the players and the GM, back and forth, until a critical situation arises where the outcome is uncertain. Then it’s time to break out the dice—read more about this in Rolling Dice.

It is the GM’s job to put obstacles in your path and challenge your PCs, forcing them to show what they’re really made of. But it is not up to the GM to decide what happens in the game—and above all, not how your story is supposed to end. That is decided in the game. That is why you are playing the game, to find out how your story ends.
Sneak Attack

Back to Ambushes & Sneak Attacks

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

If you succeed, you get a free action (slow or fast, but not both) before you draw the initiative. Your target cannot block a sneak attack. Sneak attacks are always done individually, by one attacker against one target.
MiG-730 Series Aerospace Interceptor

Back to Aerospace Fighters

The MiG-730 is the most common UPP fightercraft encountered on the Frontier. It is a cramped, snub-nosed single pilot craft with huge afterburners and a semi-pressurized cockpit (a full spacesuit is required to operate it in a vacuum).

Even less armored than the EVAC-3 (but faster), the MiG-730 is an ambush fighter. While the 730 can make planetfall, it is incapable of leaving a planetary atmosphere on its own power and must dock with a lifter to do it.
Model V-10 A1113 Mantis

Back to Spaceships of the 2180's

G-CLASS MULTI-MISSION TRANSPORT

Envisioned as a cross between a long-distance troop transport and a dropship, the UAAC made good use of the Mantis class as a resupply ship during the Arcturan Conflicts and the Tientsin Campaign. The ship was primarily used for running blockades and getting supplies to Colonial Marines behind enemy territory. What wasn’t advertised about her was that she was also working as a strike force transport, running special operatives in and out of the fray.

Her multi-vector independently articulated engine pods make her extremely maneuverable, allowing the Mantis to perform difficult combat drops and extractions under the most adverse climates and conditions. The Mantis was designed with multiple hardpoints on her hull for mounting equipment and cargo both internally and externally. These hardpoints proved useful for the mounting of mission specific sensor and ordinance packages. The Mantis makes an ideal craft for a small special forces team that needs to be able to get in and out of a system fast.
Centilland

**Centilland** is a state in Eastern Acepogland, and it also a one of the original states. it is a 6th-largest by area. With a population of nearly 19.283, Its capital and largest city is Vantil,

## History

Centilland was founded as a country in 355 and opposes on Goman Empire in attempt to invade and takeover the provinces, during the revolution, Centilland invades some of lands on Goman Empire, later the Acepogland takes over all of the colonies on the entire continent, soon Centilland joins Acepogland in 368 and became the original states of Acepogland.
Surgical Kit

Back to Medical Supplies

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.
Medic Talents

Back to Talents

* Calming Presence - People find themselves relaxing whenever you are around. Once per Turn, you may reduce the Stress Level of another character within SHORT Range by one, in addition to the normal stress recovery (see Relieving Stress). In order to use this talent, you and any character that hopes to benefit from your calming presence must be in a relatively safe place. You cannot use this talent on yourself.

* Compassion - This isn’t just a job for you. You truly care about the people under your care. You can push any skill roll based on Empathy twice, not just once like other characters. Each push increases your STRESS LEVEL by one.

* Field Surgeon - You know the delicate art of stopping a wound from bleeding or treating grave injuries. You get a +2 modification to Medical Aid when treating someone who is about to die from a Critical Injury.
RF-30F Class B Service Skiff

Back to Spaceships of the 2180's

The RF-30F is a short-range craft intended to perform inspection, repair, and service work on larger vessels. The cramped skiffs are similar to a submersible in design and can only carry a crew of up to four (if they are real friendly) for a journey of no more than two days (although there is no head, so if you gotta pee, you gotta do it in a bottle). The service skiff is equipped with high intensity lights and small deployable manipulator arms for performing light repairs and accessing interface ports.

With its passive sensors, low energy signature, and overpowered thrusters, the multi-purpose service skiff is often used as a reconnaissance vessel to enter a disputed area ahead of an Assault Frigate. Each Conestoga Frigate carries a mandatory two vehicles. Skiffs are not FTL capable. They can make planetfall but are incapable of reaching orbit on their own power.
Space Truckers

Back to Careers on the Frontier

While not as lucrative a field as it was some fifty years ago, hauling refineries and cargo between Earth and the colonies is still big business. The advent of newer and faster FTL drives has significantly shortened the travel time between worlds, ensuring that starship crews don’t have to spend nearly as much time in stasis. Most companies compensate their crews not only for their work but for time lost in hypersleep as well.

While most space truckers work for one corporation or another, there are also independent trader captains, smugglers, salvage crews, and privateers. Space is big and, legally or off the books, people and things always need to get from one side of it to the other.
Monastic Order of Arceon

Back to Religion

An anti-technology movement that started on Earth, the Order of Arceon grew exponentially when a computer virus wiped out a huge portion of the world’s data. After it was exposed that a member of the Order was responsible for the virus, the movement was deemed a global threat by the Three World Empire. Those directly responsible were arrested and Weyland-Yutani was contracted to contain and move the rest of the Order’s members to an offworld location. The movement was squashed and he Order was transplanted to the artificial satellite world of Arceon (more on Arceon in the space station section). There they live a monastic and mostly technologically free existence on a space station that ironically could not exist without technology.
Ship Classes & Features

Back to Spacecraft Basics

Commercial craft in the 22nd Century are tracked by model and weight class. A-G Class vessels are light and relatively inexpensive. Class M vessels fall in that sweet spot between having the best cargo capacity and tolerable engine emissions. They are the workhorses of the UA and 3WE.

The table below lists a few common ship classes and their typical characteristics, such as crew size, length, FTL speed, and more. Individual ships can vary greatly.

All spaceships have these key features:

* Core Components are central features present on almost every spaceship, such as the bridge, reactor, engine, and bulkheads.
* Internal Modules are optional functions inside the hull of the ship. They can be removed and replaced.
* Armaments are offensive weapons and defensive countermeasures.
* Upgrades are just that, improvements and additions of various kinds.
Neuro Visor

Back to Vision Devices

A neuro visor is a helmet with a HUD visor that allows an operator to monitor and interface with the subconscious and dreams of a subject in stasis. A skilled user (requires a COMTECH roll) can also use a neurovisor to communicate with the hyper sleeping subject, and an advanced user can use one to manipulate one’s dreams—so the next time you go into hypersleep, keep those dreams clean—your supervisor could be watching.
Spaceships of the 2180's

Back to A Hard Life Amongst the Stars

Model CM-90S Corvus

Model CM-88G Bison

Model CM-88H Bison

Model CYG-NS3 Star Clipper

Starcub-Class Shuttle

Conestoga-Class Frigate

RF-30F Class B Service Skiff

Model V-10 A1113 Mantis

Weyland-Yutani DDR-E3 Dead Drop Re-Entry Insertion Vehicle

USCMC Bougainville Class Attack Transport

VP-153D Kremlin Class Hunter-Destroyer
M22A3 Jackson Medium Tank

Back to Armor (Vehicles)

The M22 is a century old battle tank that is finally being phased out of the USCMC. Often called “dinosaurs” by the marine crews that have been unlucky enough to use them in combat, the Jackson has been replaced in most units by the new M40-E Ridgeway. Local militia and mercenaries still use them.
Pilot (Career)

Back to Your Character

*The stars are the limit, and they are limitless. You aren’t content to keep your feet on the ground, and on the Frontier, there’s no need to. From starfighters to dropships, freighters to frigates, there’s always something that needs flying— and some aerospace-stunt that only you can pull off. You aren’t in this for the money, although it doesn’t hurt. You’re a thrill-seeker and an adrenaline junkie. Danger is the rush you live for, but stay frosty. Otherwise, the next time you find yourself dodging through an asteroid belt or seeing the ground rush up to meet you might be your last.*

TYPICAL NAMES: Casper Edmonton, Sven Stackman, Kiel Avari, Fiona O'Neill, Constance Navona, Igraine Turner

* KEY ATTRIBUTE: Agility
* KEY SKILLS: Piloting, Ranged Combat, Comtech
* CAREER TALENTS: Full Throttle, Like the Back of Your Hand, Reckless

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

* It's about pushing the limit. Taking a chance. Taking risks -- so take a risk.
* You're stubborn and don't like to back down, even if your friends might get hurt.
* You're a loner, always happier when you can do a task without relying on others.

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

* Dashboard dancer
* Pilot's logbook
* Pilot shades

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

* Arrogant walk
* Steely blue eyes
* Multi-pocket flight suit
* Sunglasses
* Previous mission patches
* Deadpan expression
* Chews gum
* Skeptical look

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

* M4A3 Service Pistol OR PR-PUT Portable Remote Pilot Uplink Terminal
* Hand radio OR D6 flares
* Maintenance Jack OR Seegson P-DAT
* Seegson System Diagnostic Device OR IRC MK.50 Compression Suit
Negotiating Position

Back to Manipulation (Empathy)

Your chances of using Manipulation on someone successfully are affected by your negotiating position, which is determined by the GM. Each of the following factors gives your roll a +1 modification:

* You have more people on your side.
* What you ask for doesn’t cost your opponent anything.
* Your opponent has suffered damage.
* You have helped your opponent previously.
* You present your case very well (determined by the GM).

Each of the following factors modifies your roll by –1:

* Your opponent has more people on their side.
* You ask for something valuable or dangerous.
* Your opponent has nothing to gain by helping you.
* You are having trouble understanding each other.
* You are talking via radio or shouting at a distance.
Panic

Back to Rolling Dice

Pushing dice rolls is a little like playing blackjack—it increases your chances of success, but if you push too hard, you suffer the consequences. In the ALIEN roleplaying game, these consequences are triggering panic and losing control of your character.

When you roll Stress Dice in a skill roll and one or more (facehugger) symbols come up, you cannot push the roll—instead, you must immediately make a Panic Roll (see page 104). A Panic Roll can cause your skill roll to fail no matter how many (target) you rolled.

Besides pushing skill rolls, other stressful or dangerous events can increase your STRESS LEVEL as well as trigger Panic Rolls.

AMMO: If your action is firing a weapon with a limited magazine, rolling one or more (facehugger) means that you empty the magazine in addition to making a Panic Roll. Read more about ammunition on page 96.
Rifleman

Back to Military Occupational Specialty (MOS)

As a rifleman, you’re always on the frontline— walking point and looking out for ambushes and traps. The uneducated say you’re just a grunt, but you are much more than that. Part scout and part assault trooper, you are the core of the Colonial Marines’ close combat forces.

* KEY ATTRIBUTE: Agility
* SKILLS: Survival, Mobility
* TALENTS: Banter, Overkill, Past the Limit, Stealthy, Watchful
Stealth Mode

Back to Time & Space

In the ALIEN roleplaying game, much of the thrill happens before the enemy shows itself and bullets start flying. A key part of the experience is exploring unknown locations, with enemies lurking in the darkness. In the game, this is represented by what we call *stealth mode*. Stealth mode is played out in Turns.

In one Turn, you can move two zones on the map and explore them, scanning for enemies and getting a superficial description of these two zones from the GM. If you’re a team, you can explore the map individually or as a group.

If you want to examine something in a zone more closely, such as accessing a data terminal, you need to stay one entire Turn (or even longer) in a single zone. The GM has final say.

Enemy Movement

Detection

Motion Trackers
Roughneck Talents

Back to Talents

Resilient - 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.

The Long Haul - You’ve seen it and done it all before. Nothing surprises you anymore. Once per Act in Cinematic play and once per game session in Campaign play, you may ignore all (facehugger) from a single roll.

True Grit - Life on the Frontier is a constant struggle. Luckily, you have what it takes to overcome anything that comes your way. You can push any skill roll based on STRENGTH twice, not just once like other characters. Each push increases your Stress Level by one.
Ram

Back to Pilot Actions

This action can only be attempted if the target ship is at Contact range (same zone) at the start of the Turn (before movement). Make an opposed PILOTING roll against the pilot of an enemy ship, modified by the Thrusters rating of your ship. If you win the roll, you hit and both ships suffer damage equal to half the full Hull score of the opposing ship (round up). The target ship then suffers extra damage equal to the number of (target) you rolled beyond the first.
Spacecraft Basics

Back to A Hard Life Amongst the Stars

Unless you’re a dirtbound colonist, you need to get around in space and occasionally make a pit stop. If that’s your thing, then this section is definitely for you. Here, you’ll learn about space travel, spacecraft, and how to nuke the entire site from orbit. It’s the only way to be sure.

Ship Classes & Features

* Planetfall
* Your Own Ship?
* Spaceship Attributes
* The ABCs of EEVs

Tripping the Light Fantastic

Core Components

Internal Modules

Armaments

Upgrades

Regular Maintenance
Suffocation

Back to Other Hazards

If your supply of air runs out (see page 34), you won’t have long to live. You’ll start breathing in your own exhaled air, building up dangerous levels of carbon dioxide that will eventually kill you.

After your air supply runs out, you must make a STAMINA roll every Turn or after every strenuous activity (like a roll for CLOSE COMBAT or MOBILITY). The first roll is unmodified, the second roll gets a –1 modification, the third gets –2, and so on. A failed roll means you drop directly to zero Health and must make a Death Roll every Round until you die or you enter a pressurized area.
Stopping Panic

Back to Stress & Panic

Some effects on the Panic Roll table are immediate or last one Round. Others remain in effect until one of the following happens:

* Another character comes to your aid and makes a COMMAND roll (see page 71). This counts as a slow action in combat.
* You are Broken.
* One Turn passes.
Suits and Armor

Back to Weapons and Armor

To protect yourself from damage and the cold vacuum of space, you want to wear the right suit or armor. Armor Rating is explained on page 98 and Air Supply on page 34.

Suits and Armor (Core Rulebook)

* M3 Personnel Armor
* IRC MK.50 Compression Suit
* IRC MK.35 Pressure Suit
* Eco All-World Systems Survival Suit
* Weyland-Yutani APEsuit
* Caterpillar P-5000 Powered Work Loader

Uniforms

* Acrylic "Dog Tags" Military ID Key
* Battledress Utilities (BDUS)
* Ghillie Suit
* M3B Standard Boots
* M7 Jungle Boots
* M8A2 Thermal Boots
* M11 Performance Enhanced Platypus Fins

Protective Gear

* Life Vest
* Cold Weather Parka
* Military Grade Hazmat Suit
* UDEP Ultra Diffusive Environmental Poncho
* G-Suit

Body Armor

* M10 Ballistic Helmet
* Kevlar Riot Vest
* Armat CM4 Plastisteel Riot Shield
* 6B90 Combat Armor
* CCC5 Combat Compression Suit
Sol Sector

Back to Core Systems

Your new start is out there on the Frontier, far away from home, so there is no point in belaboring the minutiae of life in our solar system. However, a brief recap of the place is included here, because before you look at where you are going, it’s important to know where you've been.

Earth - 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.

Luna - Humanity’s first off-world colony, Luna boasts a population of over 6 million in two colonies and is a center of mining and heavy industry for the entire system.

Mars - Along with Earth and Titan, Mars is one of the three capital worlds of the Three World Empire. Valles Colony on Mars was the former headquarters of Weyland Corp before they merged with Yutani. Terraforming has made the planet home for over 20 million colonists. Weyland-Yutani still maintains offices there, and operates a weapons testing facility on the moon of Phobos.

The Outer Planets - 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.

Third Base - A classified USCMC research base situated on a small undesignated moon, Third Base is located within a short jump distance from both New Eden Sector and Sol system. Third Base is a pressurized facility designed for advanced bioweapons research, and maintains an expansive hanger that is able to accommodate several large military transport and cargo vessels, along with a well stocked vehicle depot and extensive armory. The Colonial Marine forces stationed there are trained and positioned to launch a first strike on any ICSC world if necessary. Despite its classified status, Third Base sits adjacent to the civilian colony and atmospheric processing plant on the moon. A series of caverns and former ice reservoirs honeycomb the surface and served as temporary housing while the colony was established. The colony itself is cut off from the rest of the galaxy. All communications are handled on military channels and must be approved. They are monitored with a built-in delay for censorship, and any and all supplies are imported via military cargo runs only.
Space Combat

Back to A Hard Life Amongst the Stars

*“There are three things you must remember when engaged in a space battle. One: he who shoots first wins. Two: range determines the shape of the battle. Three: it is hard to radically change your velocity vector in space.”*

*—Excerpt from the StarTac '76 introductory seminar to the USCMC Staff College by Colonel James Mortimer, USASF*

Space battles in the 2180's are short, sharp, and brutal, with the victory often going to the ship who spots the enemy first and gets their best shot in. This section deals with space combat, and describes how to play out a violent encounter. The system described below is designed to manage combat between only a few ships per side—the typical combat encounter is a one-on-one ship duel.

Space combat takes longer than ground combat, both in real time and game time, and is therefore played out in Turns (see page 83) instead of Rounds.

* Stress in Space Combat - Stress and STRESS LEVELS are handled just like in personal combat (see Chapter 5). However, when rolling a Panic Roll, use the table on page 201 instead of the normal one. In addition, you cannot relieve stress (see page 104) during an active space combat.
* Personal Combat in Space - Personal combat and space combat can happen at the same time. A Xenomorph might attack your crew in the middle of a hostile encounter with another ship. As personal combat is played out in Rounds and space combat in Turns, we recommend that you play out the personal combat to its conclusion before resuming the space combat. However, the GM is perfectly within her rights to have you play a Turn of space combat in the middle of a panicked fight on board, just to raise tensions even more.

Crew Positions

Distance and Zones

Approach Velocity

Detection (space)

Initiative & Turns

Declaring Actions

1. Sensor Operator Actions
2. Pilot Actions
3. Gunner Actions
4. Engineer Actions

Ship Armor

Hull Damage

Component Damage

Ship Repairs

Ship Combat Example
Stamina (Strength)

Back to The 12 Skills

When your physical endurance or vigour is tested, roll for STAMINA. For example, this skill is used to survive the cold vacuum of space or to resist a deadly contagion.

FAILURE: You just can’t take it anymore. You give in to the pain and suffer the consequences.

SUCCESS : You manage to push on, ignoring the pain just a little longer.

STUNTS : For every extra (target) you roll, choose one stunt applicable to the situation:

* Give one (target) to another PC in the same situation as you.
* Gain a +1 modification to a later skill roll relating to this one.
* You’re hardened by the experience, and don’t need to roll to overcome the exact same challenge in the future.
* You impress someone.
Mobility (Agility)

Back to The 12 Skills

When the heat is on and you are trying to dodge the jaws of death, you need to keep a cool head and move quickly and silently. Roll for MOBILITY when you want to get out of a hazardous situation—be it a risky climb, a dangerous jump, or sneaking past a lurking enemy. When MOBILITY is used for stealth, make an opposed roll against your opponent's Observation. This skill also has specific uses in Stealth Mode and Close Combat, see Combat & Panic.

* Group Stealth - When you and other characters in a group sneak side by side, don't make individual MOBILITY rolls to stay undetected. Instead, only the PC with the lowest skill rolls, and the result applies to the whole group.

FAILURE: Despite your best efforts, you fail and must suffer the consequences.

SUCCESS : You survive the sticky situation.

STUNTS : For every extra (target) you roll, choose one stunt applicable to the situation:

* Give one (target) to another PC in the same situation as you.
* Gain a +1 modification to a later skill roll relating to this one.
* You impress someone.
Personal Safety

Back to Company Agent Talents

The interests of the company always come first, no matter what. And you represent the company. That means your own safety is paramount—other crew members are expendable. If you are attacked or otherwise end up in fatal danger, and if another PC or friendly NPC is within SHORT Range (the same zone), you can make a Manipulation roll (straight roll, not opposed, and does not count as an action). If you succeed, you see the threat coming and find a clever way to make the other character suffer the attack or hazard instead of you. Using this talent increases your Stress Level by one.
Maps & Zones

Back to Time & Space

A conflict in the ALIEN roleplaying game is typically played out using a map of the starship, colony, or whatever location your characters happen to find themselves fighting for their lives in.

The map is divided into zones. A zone is typically a room, a corridor, or an area of ground. How big a zone is varies—from a few steps across up to about 25 meters. A zone is generally smaller in a cramped environment than in open terrain. In official scenarios and other material for this game, zones are usually indicated on a location map. In random encounters created on the fly, the GM can make a quick sketch of the area or simply describe it.

* Playing Without Maps - Although maps can be useful, you can always choose not to use them and let certain conflicts play out only in the “theater of the mind.” This can be a good solution in close quarters conflicts between a small number of combatants.