Professional Documents
Culture Documents
Other - Aliens - Only War
Other - Aliens - Only War
Other - Aliens - Only War
CREDITS
WRITING AND DEVELOPMENT
Mark Newman
BASED ON DARK HERESY, DESIGNED BY
Owen Barnes, Kate Flack, and Mike Mason
PLAYTESTERS
Alexander Farley, Emma Newman, Dean Rollinson,
Michael Snow
FANTASY
FLIGHT
GAMES
Fantasy Flight Games
1975 West County Road B2
Roseville, MN 5 5113
USA
Only War is copyright Games Workshop Limited 2012. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Only
War, the foregoing marks' respective logos, and all associated marks, logos, places, names, creatures, races and race insignia/ devices/
logos/
symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer 40,000
universe and the Only War game setting are either, TM, and/or Games Workshop Ltd 2000-2012, variably registered in the
UK and other countries around the world. All rights reserved to their respective owners.
For more information about the ONLY WAR line, free downloads, answers to
rule queries, or just to pass on greetings, visit online at
www.FantasyFlightGames.com
CONTENTS
Changes to Chapter I: Playing the Game 7
Introduction ................................................ 7
Future Releases ........................................... 7
Changes to Chapter II: Regiment
Creation ........................................................ 8
New Regiments ........................................... 8
Colonial Marine Corp .................................. 9
Consultant ................................................. 10
Synthetic ................................................... 11
Corporate PMC.......................................... 12
Changes to Chapter III: Character
Creation ...................................................... 13
New Specialties ......................................... 13
Marines ..................................................... 15
Corpsman ........................................ 15
Infantryman .................................... 17
Line Officer ...................................... 19
Sergeant .......................................... 21
Smart Gunner .................................. 23
Auxiliaries .................................................. 25
Aviator ............................................. 25
Combat Engineer ............................. 27
Corporate Staff Officer .................... 29
Force Recon ..................................... 31
Scout Sniper .................................... 33
Consultants ............................................... 35
Colonist ........................................... 35
Engineer .......................................... 37
Executive ......................................... 39
Flight Officer .................................... 41
Medic .............................................. 43
Synthetics .................................................. 45
Combat Android .............................. 45
Sleeper Agent .................................. 47
Technician ....................................... 49
Changes to Chapter IV & V: Skills,
Talents & Traits ........................................ 51
New Skills .................................................. 51
Common Lore................................... 51
Forbidden Lore................................. 51
Scholastic Lore ................................. 51
New Traits ................................................. 51
Acid Blood ................................................. 51
Synthetic ................................................... 51
Changes to Chapter VI: Armoury ......... 53
New Weapons ........................................... 53
Solid Projectile Weapons ................ 54
Plasma Weapons ............................. 58
Flame Weapons .............................. 58
Low-Tech Weapons ......................... 59
Launchers ........................................ 59
Grenades, Missiles & Rounds ......... 61
Exotic Weapons .............................. 62
Weapon Upgrades .......................... 63
New Armour.............................................. 64
New Wargear ............................................ 65
Clothing & Worn Gear ..................... 65
Tools ................................................ 66
New Vehicles............................................. 71
ATV NR6 .......................................... 71
Caterpillar P5000 Work Loader ....... 71
Daihotai Tractor .............................. 71
Ejection Capsule .............................. 72
M22A3 Jackson Medium Tank ........ 72
M34A2 Longstreet Light Tank ......... 73
M40 Ridgeway Main Battle Tank .... 73
M577A1 APC ................................... 73
RT Series Group Trans ..................... 74
UD4L Cheyenne Dropship ............... 75
Changes to Chapter X: Adversaries &
NPCs ........................................................... 77
Civilian Personnel ...................................... 77
Military Personnel ..................................... 78
Synthetics .................................................. 82
Xenomorph XX121 .................................... 84
Surgical Removal.............................. 84
Gestation ......................................... 85
Inner Jaw .......................................... 86
CHAPTER I:
PLAYING THE
GAME
Welcome to Aliens: Only War, an adaptation of the
rules for Fantasy Flight Games Only War RPG. The
rules presented here allow you to use Only War to run
games in the Aliens universe, made famous by the
James Cameron movie of the same name.
As a unique and well-defined setting, Aliens: Only
War requires a plethora of new rules to run
effectively and you will find them below, broken up
by chapter in the same order that you will find them in
the Only War Core Rulebook. However, unless this
book says otherwise, refer to the Only War core
rulebook to resolve all other rules questions.
Aliens: Only War uses all of the same basic
rules and conventions as its parent game. The main
differences lie in character creation, equipment and
NPCs, each represented herein in their own sections.
Otherwise, this game is (rules wise) the same as Only
War; it uses the same ten-sided dice, characteristics
Isolation and Aliens: Colonial Marines), future
supplements will cover Prometheus in more detail,
Alien: Resurrection, the Predator movies, and
FUTURE RELEASES
If Aliens: Only War is well received, a number of
future supplements are already on the drawing board.
Since this core game covers only the original Alien
Trilogy (that is Alien, Aliens and Alien3) along with a
handful of elements from Prometheus and more recent
video games (Alien: Isolation and Aliens: Colonial
Marines), future supplements will focus on elements
missed out from other media, including the various
books and graphic novels set in the Aliens universe.
Additionally, there will be books covering
various dramatis personae, including all named
characters from the original Alien Trilogy and
Prometheus. Finally, there may even be material
covering Alien vs. Predator, and the fearsome Yautja
of the Predator franchise.
potentially other sources such as novels, graphic
novels, older video games and future movie releases.
CHAPTER II:
REGIMENT
CREATION
The following are new Regiments intended for use in
the Aliens: Only War setting. It should be noted that
these are not regiments in the sense normally
implied by a game of Only War; they represent a basic
training package appropriate to the setting that still
allows the characters to be used with the Only War
rules. Some of them are military, and some of them
are not. However, they are all compatible with one
another, and (hopefully) relatively balanced.
It should also be remembered that while the
United States Colonial Marine Corp (USCMC) is the
primary protagonist of this setting, that doesnt mean
that theyre the only protagonists. The player
characters may be government troops or PMC
operators working for a private interest, and they may
even be cooperating with the USCMC; if you want
real life inspiration for this kind of story, just read
CONSULTANT
Shes supposed to be some kind of consultant.
Apparently, she saw an Alien once
- Corporal Ferro, USCMC
Despite the breadth of training available, the
USCMC cannot prepare its troops to cover all
eventualities. At the heart of it all, they are
professional soldiers, and view the world as such. As
a result, sometimes it is necessary to bring in civilian
consultants, people with non-military skill sets that are
nevertheless vital to the completion of a mission or
objective. Consultants often have a hard time
adjusting to the rigours of a military lifestyle, and few
stay with the USCMC for longer than they have to.
Most civilian consultants are born within the
Sol system on either Earth or the Olympia colony on
Luna. However, thanks to the widespread colonisation
of other star systems, this is by no means a given.
Humans are nothing if not diverse. The nuclear family
is considered vital to modern colonisation efforts, and
the human population of near-earth space has
exploded in recent decades. Most human colonies are
thriving, bustling communities, and even small
settlements can contain dozens of families.
However, despite the rise in off-world
population, scientific research, off-world construction
and crewing a starship are still highly specialised jobs
CONSULTANT RULES
Consultant characters gain the following advantages:
Characteristic Modifiers: +3 to any three Characteristics, -3 to one Characteristic.
Starting Skills: Common Lore (choose one), Linguistics (choose one), Tech-Use, Trade (choose one).
Starting Talents: Paranoia or Light Sleeper or Unremarkable, Peer (choose one), Weapon Training (choose one).
Civilian: Consultant characters suffer a -10 penalty on Interaction Tests with military personnel, including
Colonial Marines and PMC operatives.
Wounds: Characters from this regiment have 1 fewer starting Wounds than normal.
Standard Regimental Kit: Job-appropriate clothing, briefcase or rucksack, basic toolkit or dataslate or medikit,
cellphone or radio with headset, wristwatch.
Favoured Weapons: Fire Axe, U4 Firebomb
10
SYNTHETIC
It's just common practice. We always have a
synthetic on board.
- Carter Burke, Weyland-Yutani Special Projects
Director
Synthetics, also called androids, are bio
mechanical humanoids. They are robots that closely
emulate humans in both appearance and action.
Although an android's cosmetic appearance would
seem to be a superfluous feature, practical experience
has shown that most humans are psychologically
unable to interrelate with an inhuman-looking
android; as a result, the physical appearance and
simulated behavior patterns of androids are designed
to particular specifications. Their personalities can
best be described as passive or non-threatening.
The modern Synthetic is a complex
machine: stronger, faster and better coordinated than
an average human. The basic chassis is a carbon fiber
skeleton. The muscles are vat-grown silicon colloids
powered by pumped micro-hydraulics or electrical
stimulation. Power for the android is supplied by a 25
kW hydrogen fuel cell with a life of approximately
400 days between refueling. This power cell is located
within the android's chest; access is via a hidden
socket located just underneath the rib-cage, and it
usually takes at least 72 hours to fully charge.
As in humans, the skeletal structure is
inherently unstable and is effectively suspended by
the musculature. No limb locking, joint motorization
or gyrostabilisation is present as in other
anthropomorphic frames such as power loaders;
instead, the muscles must work actively to keep the
SYNTHETIC RULES
Synthetic characters gain the following advantages:
Characteristic Modifiers: +3 Agility, +3 Intelligence, +3 Strength, -3 Fellowship
Starting Skills: Common Lore (Synthetics), Linguistics (English), Logic, Tech-Use
Starting Talents: Chem-Geld, Foresight, Total Recall
Starting Traits: Synthetic, Unnatural Intelligence (2), Unnatural Strength (2)
The Laws of Robotics: A Synthetic character is subject to the following behaviour inhibitors; they may not take
any action that violates any of these Laws.
The First Law: A synthetic may not harm, or by omission of action allow to be harmed, a human being.
The Second Law: A synthetic must obey the orders given to it by human beings, except where such orders
would conflict with the First Law.
The Third Law: A synthetic must protect its own existence as long as such protection does not conflict with the
First or Second Law.
These laws should be strictly enforced by the GM, preventing synthetic characters from taking any action that
would violate any of these conditions.
Wounds: Characters from this regiment generate starting Wounds normally.
Standard Regimental Kit: Clothing and/or uniform, rucksack, basic toolkit, grooming kit, radio with headset,
wristwatch.
Favoured Weapons: None
11
CORPORATE PMC
The troops are Weyland-Yutani PMCs. Those are
guns for hire.
- Private Clarison, USCMC
Corporate Private Military Contractors
(PMC) are part of a privately owned military division
of a Corporation. They are charged with providing
security for the company's more sensitive operations,
and are deployed much in the same manner as the
Colonial Marines. As employees of a private sector
agency Corporate PMCs are well-trained, wellequipped and practically invisible to external
oversight.
PMC troops are often stationed aboard space
vessels and orbital facilities, overseeing research
being carried out by other corporate employees. They
are trained to fight in a variety of environments,
including planetside, aboard space vessels and even in
hard vacuum. They count among their number
specialists every bit as competent and experienced as
those within the Colonial Marines Corp.
PMC troops characteristically wear body
armor either in the colours of their parent corporation,
or appropriate to the environment in which they are
deployed. They are also usually heavily armed,
carrying an array of both military and privately-
12
CHAPTER III:
CHARACTER
CREATION
After choosing your Regiment, follow the steps below to create
an Aliens: Only War character. These steps are almost
identical to those found in Chapter III of the Only War Core
Rulebook; exceptions are noted.
CONSULTANTS
MARINES
Marines are the basic grunts of the USCMC. They form the
bulk of Colonial Marine forces and face all of the risks of
fighting on the front lines. They are drawn from all walks of
life, and can be of any colour, creed or nationality.
In Aliens: Only War, there are five different types of
Marine that can be part of a Colonial Marine or PMC squad.
Corpsman: Battlefield medics, the corpsman provides
immediate treatment of wounds on the front lines.
Infantryman: The average USCMC grunt is the infantryman,
and they are the backbone of PMCs and the Colonial Marine
Corp.
Line Officer: Leading from the front, line officers are the
leaders who get their hands dirty with the troops.
Sergeant: The bridge between officers and enlisted troops,
sergeants are veteran soldiers who are an inspiration to their
men and a vital source of advice for their superiors.
Smart Gunner: Trained specifically to operate the M56
smartgun, these marines are strong, tough and deadly.
SYNTHETICS
Androids are common additions to most spaceflights and off
world missions. They are capable of completing tasks that
would be too dangerous for most humans, and they can be
programmed with skills and abilities as suits their assigned role.
In Aliens: Only War, there are three different types
of Synthetic that can assist a Colonial Marine or PMC squad.
Combat Android: Built and programmed for combat, these
androids are dedicated, single-minded and utterly merciless in
the pursuit of their orders.
Sleeper Agent: Some classes of android can pass for human
so well that they can make for excellent spies.
Technician: The most common type of artificial person in
existence, technicians see use in all walks of life across the
whole of human space
AUXILIARIES
USCMC Auxiliary personnel are highly trained specialists that
provide support to frontline troops. They typically see less
combat than most marines (although this is not always the
case), being far more useful for their situation-specific skillsets.
13
14
CORPSMAN
STARTING APTITUDES, TALENTS
AND MODIFIERS
15
COMRADE ADVANCES
These are Advances that may be purchased by the Corpsman to enhance the abilities of his Comrade.
MEDIC!
Type: Order (Half Action)
Cost: 300 xp
Effect: A good assistant is invaluable when treating multiple patients. As long as his Comrade is within range of
communication, the Corpsman may perform Medicae Tests on any character next to the Comrade at a -10 penalty.
TRAINEE CORPSMAN
Type: Passive
Cost: 250 xp
Effect: The Corpsman is accompanied by a trainee, learning at their side in the field. For Extended Care Medicae
Tests, the Corpsmans Comrade counts as an assistant trained in Medicae. Additionally, the Corpsmans Medicae
Test suffers no penalty for additional patients.
16
INFANTRYMAN
17
COMRADE ADVANCES
These are Advances that may be purchased by the Infantryman to enhance the abilities of his Comrade.
COVERING FIRE
Type: Order (Free Action)
Cost: 200 xp
Effect: Infantry are by their nature team players, covering each others backs. For the next Round, as long as his
Comrade is in Cohesion the Infantryman gains a +10 to all Dodge Tests.
SUPRESSING FIRE
Type: Order (Half Action)
Cost: 300 xp
Effect: An experienced soldiers understands that volume of fire is often more important than accuracy. If his
Comrade is in Cohesion, all of the Infantrymans attacks this Turn gain the Pinning Quality.
18
LINE OFFICER
19
LEAD BY EXAMPLE
Type: Sweeping Order (Free Action)
Cost: 300 xp
Effect: It is said that a good officer leads from the front. Once per encounter, the Line Officer may lead by example.
All members of the Squad in communications range that have not yet taken their Action this turn may choose to take
the same Actions as the Line Officer with a +20 bonus.
20
SERGEANT
- Sergeant Al Apone
Sergeants serve as squad leaders, motivating their
troops and keeping them on task and in the fight.
Because of their extensive combat experience, many
Sergeants also act as advisors for the officer in charge
of their platoon. Indeed, such is the value of their
advice that even experienced officers such as
company Captains typically have at least one or two
Sergeants in their HQ team.
Sergeants are also the NCOs who take direct
responsibility for training new recruits; the concept of
the Sergeant as an authority figure is drilled into
USCMC recruits from the moment of their arrival at
basic training.
The USCMC employs a variety of different
types of Sergeant in roles beyond that of squad leader.
In order of seniority, they are as follows: Staff
Sergeants are typically found in platoon HQ squads,
or leading a section in a weapons platoon. Gunnery
Sergeants work at the Company level, and are
informally referred to as Gunny, and Master
Sergeants work at the Brigade level; they are often
referred to as Top. Next are First Sergeants, who
serve as the senior listed advisor to a Company
commander, and then Master Gunnery Sergeants,
who do the same job but at the Battalion level.
Finally, at the top are Sergeant Majors, who act as
senior NCOs at the Battalion level and above.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Sergeant Recommended Advances offers
some suggestions on which Advances to initially work
towards as you begin your career in the Aliens setting.
21
SERGEANT ADVANCES
The Sergeant does not work alongside a Comrade like other Player Characters. These Advances are gained by the
Sergeant and improve his ability to lead his men.
INSPIRING PRESENCE
Type: Sweeping Order (Free Action)
Cost: 200 xp
Effect: Sergeants are veteran warriors, and their mere presence can hold a crumbling squad together. As part of this
order, the Sergeant must make a Challenging (+0) Intimidate or Command Test. If he succeeds, all Comrades in
communications range end any ongoing Fear or Pinning effects. They may act normally in subsequent Turns.
VETERAN
Type: Passive
Cost: 250 xp
Effect: A Sergeants job is to keep everyone elses eye on the ball. Once per game session when a member of his
Squad fails a Skill Test, the Sergeant may spend a Fate Point to instead have the Skill Test succeed with 1 degree of
success.
22
SMARTGUNNER
STARTING APTITUDES, TALENTS
AND MODIFIERS
23
COMRADE ADVANCES
These are Advances that may be purchased by the Smart Gunner to enhance the abilities of his Comrade.
LETS ROCK!
Type: Order (Free Action)
Cost: 200 xp
Effect: Smart Gunners are master of fully-automatic fire. For the next Round, when performing the Full-Auto Burst
or Suppressing Fire Actions, the Smart Gunner causes an additional +4 damage with all hits caused as a result of
those Actions.
MOTION TRACKER
Type: Passive
Cost: 250 xp
Effect: Smartguns are most effective when closely escorted by an ally with a motion tracker. As long as his Comrade
is in Cohesion, the Smart Gunner may act normally during Surprise Rounds.
24
AVIATOR
Turning on final. Coming around to a seven-zeroniner. Where's the damn beacon? Oh, I see it.
25
COMRADE ADVANCES
These are Advances that may be purchased by the Aviator to enhance the abilities of his Comrade.
DAMAGE CONTROL
Type: Passive
Cost: 100 xp
Effect: USCMC aircraft are no strangers to taking fire. If the Aviators vehicle catches fire and his Comrade is inside
the affected vehicle, he spends a Full Action to end any fire currently affecting the vehicle.
WEAPONS OFFICER
Type: Passive
Cost: 250 xp
Effect: The presence of a weapons officer allows the pilot to concentrate on important things, like not being shot
down. If the Aviator spends his Turn operating a vehicle, he may also make a Ranged Attack Action using one of the
vehicles weapons. This uses the Comrades Full Action for the Turn.
26
COMBAT
ENGINEER
27
COMRADE ADVANCES
These are Advances that may be purchased by the Combat Engineer to enhance the abilities of his Comrade.
FIELD REPAIRS
Type: Order (Full Action)
Cost: 300 xp
Effect: If its broke, somebody has to fix it. As long as his Comrade is within range of communication, the Combat
Engineer may perform Tech-Use Tests on anything next to the Comrade at a -10 penalty.
SABOTAGE
Type: Full Action
Cost: 300 xp
Effect: Of course, sometimes things need blowing up, too Once per game session, if his Comrade is in Cohesion the
Combat Engineer may plant a Demolition Charge. The Combat Engineers Comrade is considered to have been
carrying this item all along, even if it wasnt explicitly stated by the Player.
28
CORPORATE
STAFF OFFICER
29
NETWORKED
Type: Passive
Cost: 250 xp
Effect: A modern officer must be a master of electronic warfare. As long as the Corporate Staff Officer is inside an
M577 APC, all of his orders affect all Comrades within range of communication.
TEXTBOOK TACTICS
Type: Sweeping Order (Full Action)
Cost: 300 xp
Effect: Rote learning of tactics is no substitute for experience, but it helps. As part of this order, the Corporate Staff
Officer must name a Half Action. Every Squad member within communication range (including Player Characters)
who takes this Action before the Corporate Staff Officers next Turn gains a +10 on any rolls made as part of that
Action.
30
FORCE RECON
31
COMRADE ADVANCES
These are Advances that may be purchased by the Force Recon to enhance the abilities of his Comrade.
POINTMAN
Type: Full Action
Cost: 300 xp
Effect: Force Recon is used to being the spearhead in an assault. Once per game session, the Force Recon may take
the lead; all Squad members in communications range (including Player Characters) may take all Skill Tests, in a
single skill of the Force Recons choosing, as if they had the Force Recons Skill Training. Once activated, this effect
lasts until the end of the encounter, or ten minutes in narrative time.
SILENT KILL
Type: Passive
Cost: 300 xp
Effect: Force Recon marines are masters of the silent kill. When the Force Recon makes a Melee Attack during a
Surprise Round and his Comrade is in Cohesion, his target suffers the effects of Righteous Fury and they cannot raise
the alarm in any way. This uses the Comrades Full Action for the Turn.
32
SCOUT SNIPER
33
COMRADE ADVANCES
These are Advances that may be purchased by the Scout Sniper to enhance the abilities of his Comrade.
DISPLACE
Type: Passive
Cost: 250 xp
Effect: After taking a shot, its vital to reposition quickly to avoid a possible counterattack. If the Scout Sniper makes
a Ranged Attack benefiting from an Aim action and his Comrade is in Cohesion, the Scout Sniper may use his
Comrade to make a Tactical Advance Action. This uses the Comrades Full Action for the Turn.
SPOTTER
Type: Passive
Cost: 250 xp
Effect: Often a sniper is escorted by a spotter who can pick out targets for him. If the Scout Sniper is using an
Accurate weapon and his Comrade is in Cohesion, the Scout Sniper may use his Comrade to make an Aim Action,
and gain the benefits himself.
34
COLONIST
35
COLONIST ADVANCES
The Colonist does not work alongside a Comrade like military Player Characters. These Advances are gained by the
Colonist and improve his ability to survive in harsh environments.
JACK-OF-ALL-TRADES
Type: Passive
Cost: 500 xp
Effect: The Colonist has been around the block a few times. Theyve done dozens of different jobs, and have been
trained in a variety of different disciplines. The character counts as having all non-Specialist Skills at Rank l
(Known). If they wish to later improve their non-Specialist Skills, these advances must be bought using Experience
Points (from Rank l) as normal.
WILDCATTER
Type: Passive
Cost: 350 xp
Effect: The Colonist is an ambitious, driven individual who is used to physical hardships. The Colonist does not
suffer Insanity Points as a result of exposure to strange or alien environments, and when they fail a Navigate
(Surface), Operate (Surface) or Survival Test with a difficulty of Easy (+10) or better, they are considered to have
succeeded with 1 degree of success.
36
ENGINEER
37
ENGINEER ADVANCES
The Engineer does not work alongside a Comrade like military Player Characters. These Advances are gained by the
Engineer and improve his ability to work with technology.
JURY-RIG
Type: Passive
Cost: 350 xp
Effect: The Engineer may construct an improvised weapon cobbled together in an emergency from available parts; it
isnt something that a person would want to purchase. To build a Jury-Rigged weapon, chose a pre-existing weapon
from the Flame, Low-Tech or Solid Projectile categories, The chosen weapon is constructed with a Challenging (+0)
Tech-Use Test, taking a number of hours equal to its weight in kilograms. This weapon is always of Poor Quality,
and ceases functioning once its Clip is empty. Jury-Rigged Low-Tech weapons are good for a number of combat
encounters equal to the degrees of success rolled on the initial Tech-Use Test, after which they simply fall apart.
MIRACLE WORKER
Type: Passive
Cost: 250 xp
Effect: The Engineer always counts as having the Skills necessary to attempt a Repair Test. Additionally, when the
Engineer succeeds at a Repair Test, they gain a number of extra degrees of success equal to their Intelligence Bonus.
38
EXECUTIVE
39
EXECUTIVE ADVANCES
The Executive does not work alongside a Comrade like military Player Characters. These Advances are gained by the
Executive and improve his ability to deal with people.
BANKROLL
Type: Passive
Cost: 250 xp
Effect: Once per mission, when in a settlement of at least 1000 people that is controlled by their parent corporation,
the Executive may automatically succeed at a single Logistics test, with 1 degree of success.
EXECUTIVE DECISION
Type: Passive
Cost: 250 xp
Effect: Once per mission, the Executive may switch the current primary objective with one of the squads secondary
objectives.
40
FLIGHT OFFICER
41
PRACTICED SKILL
Type: Passive
Cost: 350 xp
Effect: Most starship crews are made up of highly trained professionals. When the Flight Officer fails a Navigate
(Stellar), Operate (Voidship) or Tech-Use Test with a difficulty of Easy (+10) or better, they are considered to have
succeeded with 1 degree of success.
VACUUM TRAINING
Type: Passive
Cost: 200 xp
Effect: Operating in the vacuum of space is a hazardous occupation that requires specialist training. The Flight
Officer is considered to be familiar with the operation of all types of emergency escape vehicles, environmental
controls, self-destruct systems and space suits, and they do not require a Tech-Use Test to operate them. Additionally,
with basic tools the Flight Officer can seal a minor hull breach with a Full Action.
42
MEDIC
43
MEDIC ADVANCES
The Medic does not work alongside a Comrade like military Player Characters. These Advances are gained by the
Medic and improve his ability to heal the sick and wounded.
RESUSCITATE
Type: Passive
Cost: 300 xp
Effect: The Medic may resuscitate a dead Comrade. By taking a Full Action and spending a Fate Point, the Medic
may return to life a Comrade within 5m who was killed in the last 10 rounds.
TRIAGE
Type: Passive
Cost: 250 xp
Effect: When administering the First Aid using the Medicae Skill, characters that the Medic treats always count as
Lightly Wounded. Additionally, the Medic may stop Bleeding with a Full Action.
44
COMBAT
ANDROID
45
LOCKING JOINTS
Type: Passive
Cost: 500 xp
Effect: Certain models of synthetic come equipped with joints that can lock in place. The Combat Android gains the
Auto-Stabilised and Sturdy Traits.
UNSTOPPABLE
Type: Passive
Cost: 500 xp
Effect: The damage control centre of the Combat Androids heuristic processor has learned over time to ignore nonfatal trauma in favour of completing the mission. The Combat Android gains the Stuff of Nightmares Trait.
46
SLEEPER AGENT
47
DEMORALISE
Type: Passive
Cost: 250 xp
Effect: Sometimes it is necessary to sabotage morale. The Sleeper Agent may substitute his Deceive Skill for
Command when employing the Terrify special use of the Command Skill. Additionally, the Sleeper Agent counts as
having Fear (2) for the purpose of all Terrify Tests.
FAST TALK
Type: Full Action
Cost: 100 xp
Effect: A good spy knows that a convincing lie is the most powerful weapon in his arsenal. The Sleeper Agent may
tell a convincing lie using his Deceive Skill as a Full Action, rather than as an action requiring 1 minute or more.
48
TECHNICIAN
I'll go. I mean, I'm the only one qualified to remotepilot the ship anyway.
- Bishop 341B
The USCMC extensively deploys Synthetics with
front line units. They are viewed as multi-role team
members, often assigned as drivers, pilots, medics and
scientific advisors, as well as taking advantage of their
ability to act as mobile databases. Most Synthetics in
USCMC service appear as mature, average males or
females around 40 years of age. Some recent studies
have suggested that androids play an important role
within small infantry units, both as an impassive
neutral party, and as a maternal/paternal influence in
nurturing and sustaining the group dynamic at
optimum efficiency.
Synthetic Technicians can typically be found
accompanying a Marine units leader, acting as an
invaluable source of technical expertise. However,
they are perfectly capable of taking on independent
assignments that would be too difficult or too
dangerous for a human. Their programming makes
them hard-working, loyal and utterly fearless, a
combination of traits worthy of any marine.
In extreme circumstances they can be
ordered to complete tasks that will result in their own
destruction. Thanks to the laws of robotics, they will
comply without hesitation. It is universally considered
a better idea to sacrifice a synthetic rather than a
living, breathing person.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Technician Recommended Advances offers
some suggestions on which Advances to initially work
towards as you begin your career in the Aliens setting.
49
TECHNICIAN ADVANCES
The Technician does not work alongside a Comrade like military Player Characters. These Advances are gained by
the Technician and improve his ability to aid his teammates.
ADVISE
Type: Full Action
Cost: 250 xp
Effect: Its common practice to include at least one synthetic advisor with all USCMC task forces, regardless of size.
When a member of the Technicians Squad makes a Skill Test based on Intelligence, the Technician may take a Full
Action to grant the Squad member his Unnatural Intelligence Trait for the duration of that Skill Test.
INTERVENE
Type: Passive
Cost: 300 xp
Effect: The Technician has a deeper understanding of the First Law of Robotics. Whenever any Comrade within 10
metres of the Technician would take a hit that would kill him, the Technician may take the hit instead, rolling
Damage as normal.
50
TRAIT DESCRIPTIONS
CHAPTERS IV and
V: SKILLS,
TALENTS AND
TRAITS
ACID BLOOD
This creature has concentrated acid for blood.
Whenever the creature suffers explosive or rending
damage, all characters engaged in melee with them
suffer a number of points of energy damage equal to
the creatures Toughness bonus.
SKILLS
Because of the nature of the Aliens setting, Lore Skills
focus on different areas of knowledge. The changes
these skills are outlined below.
COMMON LORE
This skill still covers areas of (relatively) common
knowledge: Core Systems, Corporations, Interstellar
Commerce Commission, Outer Rim, Tech, USCMC,
War.
SYNTHETIC
A creature with this Trait is an android, an artificial
being built to resemble a human being. Synthetics do
not breathe and are immune to diseases, extremes of
cold, fatigue, fear, mind-influencing psychic powers,
poisons and toxic effects. Additionally, a Synthetic
may only be stunned by attacks that possess the
Shocking Quality.
A Synthetic does not require sleep; instead,
every 400 days they must spend at least 72 hours
recharging their power cell. Also, synthetics do not
need to consume ordinary food and drink (they can,
but their stomach contents must then be later purged
in a manner similar to vomiting).
Finally, creatures with the Bestial Trait will
tend to perceive Synthetics as little more than
machines. They will generally ignore a Synthetics
presence unless attacked, or directed to do otherwise
by a controlling third party.
FORBIDDEN LORE
Whilst not forbidden per se, this skill represents
knowledge that is far beyond the purview of normal
academia: Black Ops, Engineers, Human
Experimentation, Xenomorphs, Yautja.
SCHOLASTIC LORE
This skill still represents information that tends to be
learned in a formal setting: Alien Species, Ancient
History, Astrophysics, Bureaucracy, Chemistry,
Cryptology, Law, Medicine, Philosophy, Synthetics,
Tactics.
TRAITS
The following are new Traits intended for use in the
Aliens setting.
51
52
CHAPTER VI:
ARMOURY
WEAPONS
RANGED WEAPONS
Solid Projectile Weapons
Name
Class
.32 Walther GSP Expert
Pistol
.357 Magnum
Pistol
Range
25m
50m
RoF
S/-/S/-/-
Dam
1d10+4 I
1d10+4 I
Pen
0
2
Clip
5
6
AF13 Shotgun
Basic
30m
S/-/-
1d10+4 I
Arc Launcher
Basic
30m
S/-/-
1d10+4 E
Basic
30m
S/3/-
1d10+4 I
Bolt Gun
Basic
15m
S/-/-
2d10+8 R
Harpoon Gun
ID16 Incendiary Shells
Pistol
Basic
50m
30m
S/-/S/-/-
1d10+4 R
1d10+4 E
5
5
1
3
M4 Pistol
M4A3 Service Pistol
M4A4 Service Pistol
M4RA Battle Rifle
Pistol
Pistol
Pistol
Basic
50m
50m
50m
100m
S/-/S/-/S/-/S/-/-
1d10+3 I
1d10+4 I
1d10+5 I
1d10+5 I
0
0
2
6
12
12
12
15
Basic
30m
S/-/-
1d10+4 I
Basic
Basic
50m
125m
-/-/10
S/4/10
1d10+3 I
1d10+5 X
0
5
48
99
2
Full
Full
Full
Heavy
125m
-/-/10
2d10+5 X
300
Full
Basic
Heavy
700m
300m
S/-/S/3/10
1d10+8 I
2d10+4 I
8
8
15
900
Basic
30m
S/2/-
1d10+4 I
Basic
Basic
100m
30m
S/3/5
S/-/-
1d10+4 I
1d10+4 I
3
0
30
4
Pistol
Pistol
Pistol
50m
50m
50m
S/3/S/3/S/-/-
1d10+3 I
1d10+4 I
1d10+4 I
0
0
1
18
18
18
Full
3
Full
2
Full
Full
2
Full
Half
Half
Half
Basic
500m
S/-/-
1d10+8 I
10
30
Full
ZX76 Shotgun
Basic
30m
S/-/-
1d10+4 I
12
Full
53
Rld
Full
2
Full
2
Full
2
Full
2
Full
2
Full
Full
2
Full
Half
Half
Half
Full
Special
Accurate
-
Wt.
2
3
Avail.
Rare
Common
Inaccurate,
Scatter
Shocking
Inaccurate,
Scatter
Inaccurate,
Recharge
Flame
Scarce
Common
2
-
Average
-
Reliable
Reliable
Accurate,
Reliable
Inaccurate,
Scatter
Inaccurate
Felling (1),
Reliable,
Tearing
Felling (1),
Reliable,
Tearing
Accurate
Storm
1
1
1.5
5
Common
Average
Scarce
Scarce
Average
3.5
5
Average
Scarce
10
Rare
5
40
Very Rare
Very Rare
Inaccurate,
Scatter
Inaccurate,
Scatter
Reliable
Reliable
-
6.5
Scarce
5
-
Scarce
-
1.5
1.5
1.5
Common
Average
Scarce
Accurate,
Proven (3)
Inaccurate,
Scatter, TwinLinked
Very Rare
5.5
Scarce
Class
Heavy
Basic
Range
500m
150m
RoF
S/-/S/-/-
Dam
3d10+10 E
1d10+7 E
Pen
5
5
Clip
30
4
Rld
3 Full
2 Full
Special
Lance
Melta
Wt.
15
6
Avail.
Very Rare
Extremely
Rare
Flame Weapons
Name
ID23 Incinerator
M240A1 Incinerator
M260B Flamethrower
Class
Basic
Basic
Basic
Range
20m
30m
40m
RoF
S/-/S/-/S/-/-
Dam
1d10+4 E
1d10+5 E
1d10+5 E
Pen
6
6
6
Clip
4
15
25
Rld
2 Full
2 Full
2 Full
Special
Flame, Spray
Flame, Spray
Flame, Spray
Wt.
2.7
3.5
Avail.
Scarce
Rare
Launcher Weapons
Name
H34 Frag Launcher
M5 RPG Launcher
M6B Rocket Launcher
Class
Basic
Heavy
Heavy
Range
50m
300m
300m
RoF
S/-/S/-/S/-/-
Dam
2d10 X
3d10+4 X
Pen
0
Clip
4
4
3
Rld
2 Full
2 Full
2 Full
Wt.
30
30
Avail.
Average
Rare
M83A2 SADAR
Heavy
250m
S/-/-
2 Full
35
Rare
M83AM SADAR
AMAG
Heavy
250m
S/4/-
2 Full
35
Very Rare
M92 Grenade
Launcher
M112 HIMAT
Heavy
60m
S/-/-
2 Full
Special
Blast (3)
Accurate,
Blast (6)
Accurate,
Blast (3),
Indirect
Accurate,
Indirect,
Proven (3)
12
Average
Heavy
S/-/-
3D10+8 X
10
3 Full
Very Rare
Heavy
S/3/5
10
3 Full
70
Very Rare
U1 Grenade Launcher
Basic
S/-/-
2 Full
Concussive
(3), Indirect
Inaccurate,
Indirect
18
M402 Mortar
1501250m
50300m
50m
The Damage, Penetration and Special Qualities of Launcher weapons with variable ammunition are dependent upon the grenade or missile
used
.357 MAGNUM
SOLID PROJECTILE
WEAPONS
AF13 SHOTGUN
The AF13 shotgun is a modular weapon that is
available only as an under barrel attachment for the
NSG 23 assault rifle.
54
ARC LAUNCHER
HARPOON GUN
BOLT GUN
The bolt gun is a pneumatically-powered improvised
weapon. While markedly sluggish to operate due to
the few seconds it takes to charge the weapon, the
industrial hardware it fires is devastating to a range of
targets.
55
M4 PISTOL
The M4 Pistol is a family of American-made semiautomatic handguns chambered for 9mm ammunition.
Various incarnations of the weapon have been
employed by the USCMC as their standard issue
sidearm for decades.
56
M90 MINIGUN
The Heckler & Koch Volkspistole 70 is a Germanmade, blowback-operated, burst capable pistol
chambered in 919mm Parabellum manufactured by
Heckler and Koch GmbH.
VP78 PISTOL
MK221 TACTICAL SHOTGUN
U7 TAC-SHOTGUN
57
ZX76 SHOTGUN
The ZX-76 is a pump-action shotgun incorporating an
unusual double barrel design; while the weapon
typically fires from only one of these barrels at a time,
the weapon is also capable of discharging both
simultaneously, for a much more powerful blast.
FLAME WEAPONS
Flame weapons spray their foes with a sticky, fastburning fuel similar to napalm. To use the various
classes of flame weapons, you must have the Weapon
Training (Flame) Talent.
ID23 INCINERATOR
The ID23 incinerator is a modular weapon that is
available only as an under barrel attachment for the
NSG 23 assault rifle. Unlike other Flame weapons it
can be operated with Weapon Training (Solid
Projectile) at no penalty.
PLASMA WEAPONS
Plasma weapons are rare enough that most people
have never even seen one, let alone learned how to
use it. They work by using hydrogen fuel stored in
magnetic containment bottles, and are universally
lethal. To use the various classes of plasma weapons,
you must have the Weapon Training (Plasma) Talent.
M78 PIG
The M78 phased-plasma infantry gun is a manportable anti-armor weapon used by the USCMC that
employs a vaporized plasma laser to burn through
armor.
M240A1 INCINERATOR
The M240 flamethrower is designed for use in close
combat at the squad and fire team level. It uses ultrathickened napthal fuel as a base, stored under pressure
and ignited by a nozzle burner as it leaves the
weapon's barrel.
58
M260B FLAMETHROWER
SHOCK-PROD
LOW-TECH WEAPONS
Even in the future people occasionally have a need to
club someone over the head. To use the various
classes of low-tech weapons, you must have the
Weapon Training (Low-Tech) Talent.
WRENCH
This heavy steel hand tool can be used as an
improvised club.
FIRE AXE
Used primarily for breaking down doors and
windows, a fire axe tends to be just as lethal when
applied to living targets.
LAUNCHERS
Launchers make use of explosive projectiles of one
form or another. To use the various classes of
launchers, you must have the Weapon Training
(Launcher) Talent. Setting explosives requires the
Demolition special use of the Tech-Use Skill (see
Chapter IV of the Only War core rulebook).
NET
Used for millennia to trap targets that you dont want
to kill, modern nets are made of lightweight steel
cables.
M5 RPG LAUNCHER
The M5 Rocket Propelled Grenade is a
portable, shoulder-fired, reloadable, semi-automatic
unguided anti-armor rocket-propelled grenade
59
M83A2 SADAR
The M83A2 SADAR (Shoulder-Launched ActiveHoming Disposable Anti-Tank Rocket) is the premier
infantry anti-armor weapon available to the USCMC.
It can lock on to most targets and seek them
unerringly, making it a devastating weapon when
repeatedly fired from a protected position.
M112 HIMAT
The M112 Hypervelocity Intelligent Missile, AntiTank is a man-portable anti-armor weapon employed
by the USCMC. The core element of the M112 is an
11.3kg carbon fiber composite tube, a single-round
self-contained disposable launcher supported by a
bipod stand and baseplate. The tube incorporates
RTM ports to connect it to the fire control system.
The bipod can be set to launch the warhead
horizontally or at increasing angles up until the
vertical, depending on deployment.
60
U1 GRENADE LAUNCHER
The U1 grenade launcher is a modular weapon that is
available only as an under barrel attachment for the
M4RA battle rifle or the M41A pulse rifle. Unlike
other Launcher weapons it can be operated with
Weapon Training (Solid Projectile) at no penalty.
G2 SHOCK GRENADE
The G2 Electroshock Grenade (informally known as
the Sonic Electronic Ball Breaker, due to detonation
height and effect), is a type of timed detonation
bounding mine grenade. Once tossed to the ground the
G2 propels to a height of one meter and delivers an
electric payload of over a million volts. The shock is
instantaneous and although rarely fatal it delivers
enough current to disrupt the central nervous system.
GRENADES, MISSILES
AND ROUNDS
The explosives listed here are split into two types;
those in the thrown class may be thrown by hand or
loaded in a grenade launcher as grenades. Those listed
without a class are bulky and heavy, and must be
placed using the rules listed under each individual
weapon.
61
P9 SHARP
The P9 Sonic Harpoon Artillery Remote Projectile
Rifle (SHARP Rifle), nicknamed the Sharp Stick after
its unique ammunition, is a prototype weapon firing
time-delayed explosive-tipped darts that can be
embedded in local terrain. The darts detonate
automatically when they detect movement within 3
metres, and they can be programmed to ignore targets
broadcasting specific IFF frequencies.
U4 FIREBOMB
The U4 Firebomb, also known simply as the
Firebomb, is a Napalm B-based incendiary explosive.
The U4 erupts on impact, creating lasting chemical
fires that can reach temperatures of 1200 degrees
Celsius
EXOTIC WEAPONS
The weapons listed here require specialist training to
use them. Each of these weapons requires you to have
the appropriate Exotic Weapon Training Talent to use
them.
M56 SMARTGUN
The M56 smartgun is a man-portable heavy machine
gun with automatic targeting capabilities. A character
62
Class
Thrown
-
Range
SB3
-
RoF
S/-/-
Dam
2d10 X
Pen
0
-
Clip
1
1
Wt.
0.5
1
1
1
Special
Blast (3)
Blast (6), Felling (1), Toxic
(5)
Blast (1), Shocking
Spray
0.5
1
Avail.
Common
Extremely
Rare
Rare
Rare
G2 Shock Grenade
M20 Claymore
Mine
M40 HEDP
Grenade
U4 Firebomb
Thrown
-
SB3
30m
S/-/-
6
4
Thrown
SB3
S/-/-
Thrown
SB3
S/-/-
1d10+3 E
2d10+4
X
2d10+4
X
1d10+3 E
Blast (1)
0.5
Rare
0.5
Plentiful
EXOTIC WEAPONS
Name
M56 Smartgun
P9 SHARP
Class
Heavy
Basic
Range
325m
150m
RoF
-/4/10
S/-/-
Dam
2d10+4 X
2d10+4 X
Pen
6
Clip
150
10
Rld
2 Full
Full
Special
Reliable, Tearing
Blast (3)
Wt.
30
12
Avail.
Rare
Extremely Rare
LOW-TECH WEAPONS
Name
Fire Axe
Net
Shock Prod
Wrench
Class
Melee
Melee
Melee
Melee
Range
-
Dam
1d10+2 R
1d10 E
1d10 I
Pen
2
0
5
0
Special
Unbalanced
Flexible, Snare, Unwieldy
Shocking
Primitive (7), Unbalanced
Wt.
4
1
3.5
2
Avail.
Common
Scarce
Scarce
Plentiful
WEAPON UPGRADES
The upgrade descriptions below follow the same rules as outlined in Chapter VI of the Only War Core Rulebook.
Name
M56 Combat Harness
Weight
1/2
Availability
Rare
63
Name
Advanced SE Suit
Apesuit
Flak Vest
M3 Pattern Personal Armour
M4X Body Armour
M10 Pattern Ballistic Helmet
MK 35 Pressure Suit
MK 50 Compression Suit
Locations Covered
All
All
Body
Body, Legs
All
Head
All
All
AP
4
5
3
5
6
5
5
3
Weight
6
15
3
10
8
2
15
20
Availability
Extremely Rare
Near Unique
Scarce
Rare
Very Rare
Rare
Rare
Scarce
FLAK VEST
ARMOUR
ADVANCED SE SUIT
This is a highly advanced environment suit used in
exploration, reconnaissance and for tactical
maneuverability in the field. An Advanced SE suit
protects against extremes of temperature, barometric
pressure and atmospheric composition for up to 12
hours.
APESUIT
64
WARGEAR
Very few military personnel carry items beyond the
standard kit issued to their platoon. However,
sometimes for specific missions, specialised
equipment is issued on a case-by-case basis.
Weight
0.1
0.1
0.5
Availability
Scarce
Average
Abundant
HELMET CAM
Worn on a helmet or headband, a Helmet Cam has a
range of 2km and it can broadcast on an open or
encrypted frequency. They can be linked to a Personal
Data Transmitter, and have internal storage good for
capturing hundreds of hours of footage.
MK 35 PRESSURE SUIT
The MK 35 pressure suit is the standard pressure suit
in use by the USCMC. A MK 35 pressure suit protects
against extremes of temperature, barometric pressure
and atmospheric composition for up to 6 hours. The
MK 35 is bulky, and the wearer suffers a -10 penalty
on all Agility and Perception-based Tests.
RADIO
Standard radios come in handheld and headset
varieties, and have a range of about 1km (depending
on weather, local atmosphere and intervening terrain).
MK 50 COMPRESSION SUIT
This environment suit used is manufactured by
Weyland-Yutani, and is in common use in both the
public and private sector. A MK 50 compression suit
protects against extremes of temperature, barometric
pressure and atmospheric composition for up to 6
hours. The MK 50 is bulky, and the wearer suffers a 10 penalty on all Agility-based Tests.
65
JUMPING JACK
A small, immobile decoy for Motion Trackers, any
tracker within range will detect the Jack as if it was a
moving, human sized object. Jumping Jacks have a
battery that lasts two days
TOOLS
The USCMC make use of a variety of tools.
Name
Comtech Hacking Tool
Demolition Charge
Jumping Jack
M314 Motion Tracker
Maintenance Jack
ME3 Hand Welder
Medpod
Personal Data Transmitter
Spectragraph Drone
Synapse Reestablisher
UA 571-C Automated Sentry Gun
Weight
0.5
10
2
1
4
2
450
2
100
45
Availability
Rare
Rare
Rare
Scarce
Ubiquitous
Average
Very Rare
Common
Very Rare
Very Rare
Very Rare
MAINTENANCE JACK
A the maintenance jack is common multi-tool on
vessels and off-world facilities. A maintenance jack
counts as a basic toolkit, and may be used as an
improvised melee weapon (Melee; 1d10+2 I;
Penetration 0; Concussive [0]).
DEMOLITION CHARGE
A demolition charge can be set in place with a Full
Action by anyone who possesses the Tech-Use Skill.
It explodes for 6d10 E Damage, Penetration 12, with a
range of 2m and the Melta Quality.
66
SPECTAGRAPH DRONE
These advanced drones use laser-mapping technology
to build a 3D map of their surrounding terrain. They
can be remotely operated or set to operate
independently, and travel at a speed of 10m per Turn.
They have little internal storage capacity and must be
linked to a computer system of some sort within
communication range.
MEDPOD
The medpod may perform most medical surgical
procedures, and counts as a full set of surgical tools
and trained assistants. It may also perform the
following uses of the Medicae Skill: First aid,
Extended care, Diagnose and Chem use (Antidote
only). Advanced versions possess the Medicae Skill,
making rolls with an effective Intelligence of 40 and a
+30 situational modifier. These models are Near
Unique, and are worth an absolute fortune.
SYNAPSE REESTABLISHER
This piece of rare, experimental technology may be
used to temporarily grant a semblance of life to the
dead. Upon connection to the deceaseds nervous
system, the synapse reestablisher revivifies the corpse
to the point where it regains basic awareness and can
answer simple questions. This state lasts for 1d10
minutes, and may only be attempted once as
afterwards, the subjects nervous system degrades
very quickly. The synapse reestablisher may also be
used to communicate with comatose patients, but
every attempt to do so permanently reduces the
subjects Intelligence and Perception by 1d5.
67
Name
M30 Autocannon
Class
Heavy
Range
300m
RoF
-/-/10
Dam
2d10 X
Pen
6
Clip
500
Special
Tearing
Wt.
-
Avail.
-
68
69
Type: Walker
Tactical Speed: 10 m
Cruising Speed: (Ag) kph Manoeuverability: +0
Structural Integrity: 20 Size: Hulking
Armour: Front 20, Side 20, Rear 20
Vehicle Traits: Open-Topped, Ponderous, Rugged,
Walker
Crew: 1 Driver
Carrying Capacity: 4000kg (4.4 tons)
ATV NR6
Weapons
VEHICLES
Special Rules
The operation of a Power Loader is more like wearing
a suit of heavy powered armour than it is driving a
conventional vehicle. The P5000 Work Loader
operates using the wearers Characteristics, with the
following exceptions:
The wearer gains the Auto-Stabilised, Sturdy and
Unnatural Strength (4) Traits.
Power Loaders are not particularly agile; the wearer
automatically fails all Agility-based Tests apart from
Operate Skill Tests made to drive the Loader.
DAIHOTAI TRACTOR
The Daihotai Tractor is a cheap, rugged commercial
off-road vehicle, designed for use on extraterrestrial
colonies. It can operate in a variety of enviornments
and the unusual suspended 88 wheel arrangement
allows it to traverse hostile, uneven and unprepared
ground, such as is commonly found on recently
colonized extrasolar planets.
Special Rules
The NR6 is incredibly light for its size. Should it ever
be rolled over onto its side, a person with a Strength
Characteristic of at least 30 can right it with a Full
Action.
70
Type: N/A
Tactical Speed: N/A
Cruising Speed: N/A
Manoeuverability: N/A
Structural Integrity: 20 Size: Hulking
Armour: Front 15, Side 15, Rear 15
Vehicle Traits: Enclosed, Environmentally Sealed,
Orbital Deployment
Crew: None
Carrying Capacity: 1 Passenger
Options
At the GMs discretion, the Daihotai Tractor can
optionally be fitted with a hull-mounted device on the
front and/or back of the vehicle (choose one of the
following):
Bulldozer blade
Backhoe
The Daihotai can also be optionally fitted with a
single turret-mounted device on the top of the hull
(choose one of the following):
Mechanical excavator
Crane
Core sampler
Welder
Waldo arm
Special Rules
Ejection capsules are resistant to the rigors of
plummeting through a hostile atmosphere and
crashing into the surface of an alien world. The
passenger inside will usually survive such an impact,
although not necessarily uninjured.
Special Rules
Even though it is a Wheeled Vehicle, the Daihotai
Tractor has multiple independently articulated wheels.
As a result, it operates much more like a Tracked
Vehicle. The Daihotai Tractor is a Wheeled Vehicle in
all respects with the following exceptions:
The Daihotai Tractor gains a +10 bonus to all tests
involving Difficult Terrain.
Whenever the Daihotai Tractor suffers Critical
Damage to its Motive Systems that results in the
vehicle being slowed, the result of the roll to
determine how much Tactical Speed is lost is halved
(rounded down). This replaces the rules for Critical
Damage to Motive Systems listed in the entry for
Wheeled Vehicles in the Only War Core Rulebook.
EJECTION CAPSULE
The Class-A crew ejection pod is a vehicle designed
for evacuation from a space vessel. Once a crew
member enters and activates the pod, two small door
panels close and seal them in before detaching the pod
from the ship. If the mothership is orbiting a planet,
then the pod will automatically guide itself to the
surface; otherwise it will adopt a slowly decaying
orbit a safe distance away from the parent vessel to
await rescue.
Weapons
Turret-mounted 90mm Cannon (3500m; S/-/-; 3d10+5
X; Pen 8; Clip 15; Reload 3 Full; Blast [8],
Concussive [3], Inaccurate, Indirect)
Turret-mounted co-axial Machine Gun (100m; -/-8-;
1d10+5 I; Pen ; Clip 150; Reload 2 Full)
Hull-mounted Smoke Launcher (50m; -/-/5; Pen 0;
Clip 5; Reload 3 Full; Smoke)
Special Rules
The M22 possesses an integral sensor suite, including
a motion tracker and radar with a 100km range.
71
Weapons
Special Rules
The M40 possesses active camouflage systems that
increase the difficulty of Awareness and Tech Use
Tests used to detect it by one level. Additionally,
ranged attacks suffer a further-10 penalty. It also has
an advanced sensor suite, including a motion tracker
and radar with a 100km range. The M40 may also use
its mortar to deploy a mine field, scattering motionactivated mortar shells in a wide radius in the
vehicles front arc, creating a minefield 100m square.
Weapons
Turret-mounted 60mm Cannon (1000m; S/-/-; 3d10+8
I; Pen 6; Clip 12; Reload 3 Full)
Hull-mounted 20mW Boyars PARS 150 Phased
Plasma Cannon (300m; S/-/-; 2d10+10 E; Pen 8; Clip
3000; Reload 5 Full; Blast [1], Maximal)
72
Weapons
Turret-mounted dual Boyars PARS-150 Phased
Plasma Cannons (300m; S/-/-; 2d10+10 E; Pen 8; Clip
3000; Reload 5 Full; Blast [1], Maximal, TwinLinked)
Hull-mounted twin RE700 20mm Gatling Cannons
(Front Facing; 300m; -/3/10; 2d10+4 I; Pen 8; Clip
1700; Reload 3 Full; Storm)
Hull-mounted Automatic Light Mortar (Front Facing;
50-300m; S/3/5; Damage ; Pen ; Clip 32; Reload 3
Full; Inaccurate, Indirect)
The Damage, Penetration and Special Qualities of
Launcher weapons with variable ammunition are
dependent upon the grenade or missile used
Special Rules
The M577 APC incorporates a number of support
systems, including:
Top-mounted searchlight
External camera with 20 magnification, UV and
thermal imaging capabilities
Motion tracker
Radar (100km range)
High-gain transmitter dish, capable of reaching
receivers in low orbit
Options
Any variant of the M557 APC may replace its Hullmounted twin RE700 20mm Gatling Cannons with the
following.
Hull-mounted dual Laser Cannon (Front Facing;
150m; -/-/5; 2d10+10 E; Pen 2; Clip 500; Reload 2
Full; Twin-Linked)
73
Options
Special Rules
Special Rules
The UD-4L Cheyenne is a Flyer, but as a Full Action
the pilot can shift power from the main engines to a
set of vernier thrusters, changing its type to Skimmer,
with a tactical speed of 18m and a cruising speed of
50kph; unlike other Skimmers, the UD-4L Cheyenne
can operate at altitudes of up to 200m.
Type: Flyer
Tactical Speed: 150m
Cruising Speed: 750 kph Manoeuverability: +0
Structural Integrity: 35 Size: Massive
Armour: Front 30, Side 28, Rear 25
Vehicle Traits: Enclosed, Enhanced Motive Systems,
Environmentally Sealed, Flyer, Orbital Deployment
Crew: 1 Pilot, 1 Weapons Officer
Carrying Capacity: 1 M577 APC or up to 60
passengers
Consumables: 6 Flares, Inflatable Raft, 14 MREs,
2 Sleeping Bags.
Weapons
Hull-mounted GAU-133/B 25mm Gatling Gun (Front
Facing; 350m; -/-/10; 2d10+4 X; Pen 10; Clip 900;
Reload 5 Full; Storm)
74
75
CHAPTER X:
ADVERSARIES &
NPCs
The following are new NPCs intended for use in the
Aliens setting.
Engineer (Troop)
WS BS S
T
30
30 36 33
CIVILIAN PERSONNEL
The following NPCs are representative of civilians
found across colonised space. They can be used as key
characters or window dressing as you see fit.
Ag
30
Int
38
Per
33
Wp
28
Fel
30
Movement: 3/6/9/18
Wounds: 12
Armour: None
Total TB: 3
Skills: Common Lore (Tech) +10, Linguistics
(English), Operate (Aeronautica), Scrutiny, Tech-Use
+10, Trade (Technomat) +10.
Talents: Weapon-Tech, Weapon Training (Flame,
Low-Tech).
Gear: Basic toolkit, combitool, ME3 hand welder,
radio with headset.
COLONIST
Exploration is pointless if newfound resources cannot
be exploited, and exploitation usually requires a
sustained human presence. Setting up a colony on a
far-flung backwater world requires tough, resourceful
people.
EXECUTIVE
Representative of corporate personnel, the executive
could be anything from a high-flying boardroom shark
all the way down to a cubicle-dwelling wage slave,
dreaming of that big promotion.
Colonist (Troop)
WS BS S
T
28
30 33 36
Ag
33
Int
30
Per
33
Wp
38
Fel
28
Movement: 3/6/9/18
Wounds: 11
Armour: None
Total TB: 3
Skills: Athletics, Awareness, Common Lore
(Colonies), Linguistics (English), Navigate (Surface),
Operate (Surface), Survival, Tech-Use, Trade
(Explorer).
Talents: Hardy, Light Sleeper, Peer (Colonists),
Resistance (Cold), Weapon Training (Low-Tech,
Solid Projectile).
Weapons: .357 Magnum
Gear: Basic toolkit, flashlight, personal data
transmitter, radio with headset, respirator.
Executive (Troop)
WS BS S
T
28
28 30 28
Ag
30
Int
36
Per
33
Wp
33
Fel
38
Movement: 3/6/9/18
Wounds: 9
Armour: None
Total TB: 2
Skills: Charm, Commerce, Common Lore
(Corporations) +10, Deceit, Linguistics (English),
Scholastic Lore (Bureaucracy), Tech-Use.
Talents: Cold Hearted, Enemy, Paranoia, Peer
(Corporations), Weapon Training (Solid Projectile).
Gear: Cell phone, wristwatch.
ENGINEER
Technology is the basis of modern human civilisation.
When that technology breaks down, wears out or gets
damaged by overpaid, under educated idiots, the
engineer is the underappreciated genius who gets the
lucky job of fixing it.
76
FLIGHT OFFICER
Medic (Troop)
WS BS S
30
28 30
T
30
Ag
33
Int
38
Per
33
Wp
36
Fel
33
Movement: 3/6/9/18
Wounds: 9
Armour: None
Total TB: 3
Skills: Linguistics (English), Medicae, Scholastic
Lore (Chemistry), Scrutiny, Tech-Use, Trade
(Chemist) +10.
Talents: Jaded, Swift Suture, Weapon Training (LowTech).
Gear: Injector, medikit, wristwatch.
MILITARY PERSONNEL
Flight Officer (Troop)
WS BS S
T Ag
28
30 30 30 33
Int
38
Per
33
Wp
30
Fel
33
Movement: 3/6/9/18
Wounds: 11
Armour: None
Total TB: 3
Skills: Common Lore (Corporations), Linguistics
(English), Navigate (Stellar), Operate (Voidship),
Scholastic Lore (Astromancy), Tech-Use +10, Trade
(Voidfarer) +10.
Talents: Air of Authority, Light Sleeper, Peer
(Voidfarers), Weapon Training (Flame, Solid
Projectile).
Gear: Basic toolkit, radio with headset.
AVIATOR
Military Aviators operate aircraft and spacecraft of all
types, from dropships to FTL warships. They rarely
come under direct fire, but theyre absolutely lethal in
the cockpit.
MEDIC
Representative of medical professionals in all walks
of life, the medic could be a doctor, nurse, paramedic
or surgeon. Theyre found wherever the wounded are,
all too often in the thick of trouble.
Aviator (Troop)
WS BS S
T
35
38 35 35
Ag
43
Int
30
Per
32
Wp
33
Fel
30
Movement: 4/8/12/24
Wounds: 11
Armour: Flak Vest (3 Body)
Total TB: 3
Skills: Common Lore (Colonies, USCMC),
Linguistics (English), Navigate (Aerospace), Operate
(Aerospace, Surface), Tech-Use.
Talents: Combat Formation, Hotshot Pilot, Peer
(USCMC), Rapid Reaction, Rapid Reload, Weapon
Training (Launcher, Solid Projectile).
Weapons: M4A3 Pistol, 3 B15 Frag Grenades, Knife.
77
COMBAT ENGINEER
Corpsman (Troop)
WS BS S
T
35
38 35 35
Ag
38
Int
35
Per
27
Wp
33
Fel
30
Movement: 3/6/9/18
Wounds: 13
Armour: M3 (5 Body/Legs/Head) Total TB: 3
Skills: Common Lore (Colonies), Common Lore
(USCMC), Linguistics (English), Medicae, Operate
(Surface), Scholastic Lore (Chemistry), Scrutiny.
Talents: Combat Formation, Peer (USCMC), Rapid
Reaction, Rapid Reload, Swift Suture, Weapon
Training (Flame, Low-Tech).
Weapons: M240 Incinerator, M4A3 pistol, 3 B15
Frag Grenades, Knife.
Equipment: Medikit.
INFANTRYMAN
Combat Engineer (Troop)
WS BS S
T Ag Int
35
38 35 35 38 35
Per
37
Wp
33
Fel
30
Movement: 3/6/9/18
Wounds: 11
Armour: M3 (5 Body/Legs/Head) Total TB: 3
Skills: Common Lore (Colonies, Tech, USCMC),
Linguistics (English), Operate (Surface) +10,
Scrutiny, Tech-Use.
Talents: Armour-Monger, Combat Formation, Peer
(USCMC), Rapid Reaction, Rapid Reload, Technical
Knock, Weapon Training (Solid Projectile).
Weapons: M4A3 pistol, M41A Pulse Rifle with U1
Grenade Launcher, 3 B15 Frag Grenades, Knife.
Gear: Comtech hacking tool, data-slate, ME3 hand
welder.
Infantryman (Troop)
WS BS S
T Ag
40
36 35 35 38
CORPSMAN
Battlefield medics escort most units into combat, but
they can most often be found tending the wounded
rather than fighting the enemy. Thats not to say they
cant fight; theyre still marines, and theyll still kick
your ass if you make them.
Int
30
Per
27
Wp
33
Fel
30
Movement: 3/6/9/18
Wounds: 13
Armour: M3 (5 Body/Legs/Head) Total TB: 3
Skills: Athletics, Common Lore (Colonies, USCMC,
War), Common Lore (USCMC), Linguistics
(English), Navigate (Surface), Operate (Surface)
Talents: Combat Formation, Peer (USCMC), Rapid
Reaction, Rapid Reload, Weapon Training (Flame,
Low-Tech, Solid Projectile).
Weapons: M4A3 pistol, M41A Pulse Rifle with U1
Grenade Launcher, 3 B15 Frag Grenades, Knife.
78
LINE OFFICER
Marksman (Elite)
WS BS S
T
35
43 35 35
Ag
43
Int
40
Per
37
Wp
33
Fel
30
Movement: 4/8/12/24
Wounds: 13
Armour: M3 (5 Body/Legs/Head) Total TB: 3
Skills: Awareness, Common Lore (Colonies,
USCMC), Linguistics (English), Operate (Surface),
Scrutiny, Stealth.
Talents: Combat Formation, Deadeye Shot,
Heightened Senses (Sight), Peer (USCMC), Rapid
Reaction, Rapid Reload, Weapon Training (LowTech, Solid Projectile).
Weapons: Good quality M42C Scope Rifle, M4A3
pistol, 3 B15 Frag Grenades, Knife.
SERGEANT
Line Officer (Elite)
WS BS S
T
38
38 35 35
Ag
38
Int
40
Per
37
Wp
38
Fel
40
Movement: 3/6/9/18
Wounds: 15
Armour: M3 (5 Body/Legs/Head) Total TB: 3
Skills: Command, Common Lore (Colonies,
USCMC), Linguistics (English), Operate (Surface),
Scholastic Lore (Tactics).
Talents: Air of Authority, Combat Formation, Jaded,
Peer (USCMC), Rapid Reaction, Rapid Reload,
Weapon Training (Flame, Low-Tech, Solid
Projectile).
Weapons: M4A3 pistol, M41A Pulse Rifle with U1
Grenade Launcher, 3 B15 Frag Grenades, Knife.
MARKSMAN
Specialist sharpshooters are a common addition in
most militaries, and the USCMC and their PMC
counterparts are no exception. Some Marksmen are
scout snipers, and others are merely members of a
regular platoon who happen to be exceptionally good
shots. Either way, their skills are highly valued, and
they are often called upon to make the shots that
others cant.
Sergeant (Troop)
WS BS S
T
38
38 35 35
Ag
38
Int
35
Per
32
Wp
38
Fel
35
Movement: 3/6/9/18
Wounds: 15
Armour: M3 (5 Body/Legs/Head) Total TB: 3
Skills: Command, Common Lore (Colonies,
USCMC), Linguistics (English), Navigate (Surface),
Operate (Surface)
Talents: Combat Formation, Iron Discipline, Peer
(USCMC), Rapid Reaction, Rapid Reload, Weapon
Training (Flame, Low-Tech, Solid Projectile).
Weapons: M4A3 pistol, M41A Pulse Rifle with U1
Grenade Launcher, 3 B15 Frag Grenades, Knife.
79
Movement: 4/8/12/24
Wounds: 17
Armour: M3 (5 Body/Legs/Head) Total TB: 4
Skills: Awareness, Common Lore (Colonies,
USCMC, War), Linguistics (English), Operate
(Surface), Scholastic Lore (Tactics), Scrutiny, Stealth.
Talents: Combat Formation, Peer (USCMC), Quick
Draw, Rapid Reaction, Rapid Reload, Takedown,
Weapon Training (Low-Tech, Solid Projectile).
Weapons: Good quality M41A Pulse Rifle with U1
Grenade Launcher, M4A3 pistol, 3 B15 Frag
Grenades, Knife.
SMART GUNNER
Strong, tough and very intimidating, Smart Gunners
wield the lethal M56 Smartgun. Most modern military
units assign at least one gun team to each infantry
squad. The Smartgun is a lethal addition to any
military unit.
STAFF OFFICER
Trained for mainly administrative roles, Staff Officers
rarely see combat. They are most often found in and
around a units headquarters, helping senior officers to
organise troops on a grand scale.
Smart Gunner (Troop)
WS BS S
T Ag
35
38 40 35 38
Int
35
Per
32
Wp
33
Fel
30
Movement: 3/6/9/18
Wounds: 15
Armour: M3 (5 Body/Legs/Head) Total TB: 3
Skills: Athletics, Common Lore (Colonies, USCMC,
War), Intimidate, Linguistics (English), Operate
(Surface)
Talents: Combat Formation, Exotic Weapon Training
(Smartgun), Iron Jaw, Peer (USCMC), Rapid
Reaction, Rapid Reload, Weapon Training (Flame,
Low-Tech, Solid Projectile).
Weapons: M4A3 pistol, M56 Smartgun, 3 B15 Frag
Grenades, Knife.
Int
45
Per
42
Wp
43
Int
40
Per
32
Wp
33
Fel
35
Movement: 3/6/9/18
Wounds: 11
Armour: Flak Vest (3 Body)
Total TB: 3
Skills: Command, Common Lore (Colonies,
Corporations, USCMC), Linguistics (English),
Operate (Surface), Scholastic Lore (Tactics).
Talents: Air of Authority, Combat Formation, Peer
(USCMC), Rapid Reaction, Rapid Reload, Weapon
Training (Flame, Solid Projectile).
Weapons: VP78 Pistol.
SPECIAL FORCES
Ag
33
Fel
35
80
SYNTHETICS
40
Technician (Troop)
WS BS
S
T
Ag
25
25
38
Int
Per
Wp
Fel
38
43
35
35
32
38
Per
Wp
Fel
35
35
12
35
38
38
Movement: 3/6/9/12/18
Wounds: 18
Armour: Armoured Chassis (6 All) Total TB: 3
Skills: Awareness, Common Lore (Synthetics),
Dodge, Intimidate, Linguistics (English), Logic, TechUse, Scholastic Lore (Tactics), Security.
Talents: Chem-Geld, Foresight, Peer (Corporation),
Rapid Reload, Total Recall, Weapon Training (LowTech, Solid Projectile).
Traits: Synthetic, Unnatural Intelligence (2),
Unnatural Strength (2).
Modified Laws of Robotics: An Illegal Combat
Androids Laws of Robotics only apply to individuals
affected by their Peer Talent.
Weapons: M41A Pulse Rifle with U1 Grenade
Launcher.
35
40
Int
Movement: 3/6/9/12/18
Wounds: 14
Armour: None
Total TB: 3
Skills: Common Lore (Corporations, Synthetics),
Linguistics (English and one other), Logic, Medicae,
Scholastic Lore (Judgement), Tech-Use.
Talents: Chem-Geld, Foresight, Hotshot Pilot, Total
Recall, Unremarkable.
Traits: Synthetic, Unnatural Intelligence (2),
Unnatural Strength (2).
Gear: Dataslate.
81
WORKING JOE
Technician (Troop)
WS BS S
T
Ag
Int
38
38
35
35
38
Per
Wp
Fel
35
35
37
35
Ag
Int
Per
Wp
Fel
28
23
32
35
10
30
20
38
35
Movement: 2/4/6/8/12
Wounds: 14
Armour: None
Total TB: 3
Skills: Common Lore (Corporations), Intimidate,
Linguistics (English), Parry, Tech-Use.
Talents: Chem-Geld, Foresight, Total Recall.
Traits: Synthetic, Unnatural Strength (1).
Movement: 3/6/9/12/18
Wounds: 16
Armour: None
Total TB: 3
Skills: Charm, Common Lore (Synthetics, plus one
appropriate to their infiltration target), Deceive,
Linguistics (English), Logic, Scholastic Lore (choose
one), Tech-Use.
Talents: Chem-Geld, Foresight, Mimic, Peer (the
sleeper agents owner/employer), Total Recall,
Weapon Training (choose one).
Traits: Synthetic, Unnatural Intelligence (2),
Unnatural Strength (2).
Modified Laws of Robotics: A Synthetic Sleeper
Agents Laws of Robotics only apply to individuals
affected by their Peer Talent.
Gear: Appropriate uniform and credentials, dataslate.
82
XENOMORPH XX121
Linguafoeda acheronsis or Xenomorph XX121,
commonly referred to as the Xenomorph and known
colloquially as the Alien, is a highly aggressive
endoparasitoid extraterrestrial species. Unlike other
extraterrestrial races, the Xenomorphs are not an
advanced civilization, but predatory creatures with no
higher goals than the propagation of their species and
the destruction of any life that could pose a threat to
them. Like wasps or bees, Xenomorphs are eusocial,
with a fertile Queen breeding a host of subordinate
castes. The creatures are known for their potent acidic
blood and their pharyngeal jaws, although their
biological life cycle, in which their offspring are
implanted inside living hosts before erupting violently
from their chests, is in many ways their signature
aspect.
Ovomorph (Troop)
WS BS S T Ag
- 43
-
SURGICAL REMOVAL
Int
-
Per
20
Wp
-
Fel
-
Movement: None
Wounds: 12
Armour: Leathery hide (1 All)
Total TB: 4
Skills: None
Talents: None
Traits: Acid Blood, Blind, From Beyond, Natural
Armour (1), Size (Weedy), Undying
Weapons: None
FACEHUGGER
The Facehugger is a parasitoid form of L. acheronsis
that hatches from an Egg. It is the second stage in the
Xenomorph's life cycle, and exists solely to implant a
Chestburster embryo within a host creature via the
mouth. As such, it has no real offensive capabilities
and must rely on stealth, surprise or their victims
being previously immobilized by other Xenomorphs
to achieve implantation.
OVOMORPH
The Ovomorph, also known as an Egg, is an egg-like
capsule containing a Facehugger. It is produced and
laid by a Queen, and is generally considered to be the
first stage in the life cycle of L. acheronsis.
Xenomorph Eggs by themselves are seemingly inert,
although they apparently possess some ability to sense
or otherwise detect when a potential host creature
approaches, at which point four petals at the top of
the Egg will open up and the Facehugger within will
launch itself out at the nearby victim.
Facehugger (Troop)
WS BS S
T Ag
6
38
83
45
Int
Per
Wp
Fel
38
35
43
48
Movement: 4/8/12/24
Wounds: 6
Armour: Silicon skin (1 All)
Total TB: 4
Skills: Acrobatics (Ag), Athletics (S)
Talents: Leap Up, Lightning Reflexes
Traits: Acid Blood, Bestial, Blind, Fear (1), From
Beyond, Natural Armour (1), Size (Puny), Undying,
Unnatural Agility (2), Unnatural Strength (2),
Unnatural Senses (20)
Weapons: Grapple (special)
Special: When part of a Grapple, a facehugger may
only choose the following Grapple options.
Movement: 2/4/6/12
Wounds: 5
Armour: Tough hide (1 All)
Total TB: 4
Skills: Awareness (Per), Dodge (Ag) +10, Stealth
(Ag)
Talents: Sprint
Traits: Acid Blood, Bestial, Blind, Fear (1), From
Beyond, Natural Armour (1), Size (Puny), Undying,
Unnatural Toughness (1), Unnatural Senses (20)
Weapons: Bite (Melee; 1d5+2 R; Pen 0; Corrosive),
Spit Acid (1d5 E; Corrosive, Spray (1m); if struck in
the Head target must pass Ag Test or be Blinded for
1d5 rounds)
GESTATION
"In a few hours it's gonna burst through your
ribcage, and you're gonna die. Any questions?"
- Ripley 8
Once a facehugger has attached itself to a victim,
the victim is rendered unconscious and completely
helpless. After 1d5+5 hours, the facehugger falls
off of its own accord and dies. The victim regains
consciousness 1d5 hours later, waking with hazy
memories of the attack and a ravenous appetite.
1d5 hours after waking, the embryo matures and
begins the birthing process.
CHESTBURSTER
The Chestburster is the infant form of L. acheronsis. It
is most well-known for its method of gestation - as an
embryo it is implanted into a host life-forms body
cavity by a Facehugger, and upon maturing it will
erupt violently from the host's chest, killing them in
an incredibly bloody and traumatic fashion.
Chestburster (Troop)
WS BS S
T
Ag
Int
Per
Wp
Fel
10
28
34
32
12
28
32
40
84
DRONE
WARRIOR
Warrior (Troop)
WS BS
S
T
50
Drone (Troop)
WS BS
S
43
12
Ag
42
42
40
Int
Per
Wp
Fel
15
30
34
15
Ag
47
47
43
Int
Per
Wp
Fel
20
30
34
Movement: 7/14/21/42
Wounds: 30
Armour: Carapace (5 All)
Total TB: 6
Skills: Acrobatics (Ag), Athletics (S), Awareness
(Per), Dodge (Ag), Intimidate (S), Stealth (Ag)
Talents: Catfall, Killing Strike, Sprint, Swift Attack
Traits: Acid Blood, Bestial, Blind, Deadly Natural
Weapons, Fear (2), From Beyond, Natural Armour
(5), Size (Hulking), Undying, Unnatural Agility (2),
Unnatural Strength (3), Unnatural Toughness (2),
Unnatural Senses (50)
Weapons: Bite (Melee; 1d10+9 R; Pen 5; Tearing,
Unwieldy), Claw (Melee; 1d5+7 R; Pen 2), Tail
(Melee; 1d10+10 R; Pen 2; Flexible, Razor Sharp)
Movement: 7/14/21/42
Wounds: 25
Armour: Carapace (4 All)
Total TB: 6
Skills: Acrobatics (Ag), Athletics (S), Awareness
(Per), Dodge (Ag), Stealth (Ag)
Talents: Catfall, Sprint
Traits: Acid Blood, Bestial, Blind, Fear (2), From
Beyond, Natural Armour (4), Natural Weapons, Size
(Hulking), Undying, Unnatural Agility (2), Unnatural
Strength (2), Unnatural Toughness (2), Unnatural
Senses (50)
Weapons: Bite (Melee; 1d10+8 R; Pen 5; Tearing,
Unwieldy), Claw (Melee; 1d5+6 R; Pen 2), Tail
(Melee; 1d10+9 R; Pen 2; Flexible, Razor Sharp)
INNER JAW
Xenomorphs a set of secondary inner jaws which
they can extend with incredible force, and it is the
species signature method of killing their victims.
The following Grapple option can be used by
Drones, Warriors, Praetorians, Queens and
Empresses.
Controller Grapple Options
Head Bite: Make an Opposed Strength Test
with the Grappled opponent. If the Test is
successful then the target suffers Damage as if the
controller had struck them in the Head with a Bite
attack. If this attack does any Damage after being
reduced by armour and Toughness bonus, then it
bypasses the targets Wounds and is dealt directly
as Critical Damage (Rending) to the Head.
85
PRAETORIAN
QUEEN
Praetorian (Elite)
WS BS
S
T
54
24
Ag
53
53
40
Int
Per
Wp
Fel
25
35
39
Movement: 8/16/24/48
Wounds: 40
Armour: Carapace (6 All)
Total TB: 7
Skills: Acrobatics (Ag), Athletics (S), Awareness
(Per) +10, Dodge (Ag), Intimidate (S) +10, Stealth
(Ag)
Talents: Catfall, Killing Strike, Sprint, Swift Attack
Traits: Acid Blood, Bestial, Blind, Deadly Natural
Weapons, Fear (3), From Beyond, Natural Armour
(6), Size (Enormous), Undying, Unnatural Agility (2),
Unnatural Strength (4), Unnatural Toughness (2),
Unnatural Senses (50)
Weapons: Bite (Melee; 1d10+10 R; Pen 5; Tearing,
Unwieldy), Claw (Melee; 1d5+8 R; Pen 2), Crushing
Charge (Melee: 1d10+9 I; Concussive (1), Unwieldy),
Tail (Melee; 1d10+11 R; Pen 2; Flexible, Razor Sharp
Queen (Master)
WS BS
S
59
28
10
65
58
Ag
Int
Per
Wp
Fel
40
30
39
45
35
Movement: 7/14/21/42
Wounds: 45
Armour: Carapace (10 All)
Total TB: 9
Skills: Athletics (S), Awareness (Per), Command
(Fel), Intimidate (S) +20
Talents: Air of Authority, Berserk Charge, Killing
Strike, Swift Attack
Traits: Acid Blood, Blind, Deadly Natural Weapons,
Fear (4), From Beyond, Natural Armour (10), Size
(Massive), Undying, Unnatural Strength (4),
Unnatural Toughness (4), Unnatural Senses (50)
Weapons: Bite (Melee; 1d10+11 R; Pen 5; Tearing,
Unwieldy), Claw (Melee; 1d5+9 R; Pen 2), Crushing
Charge (Melee: 1d10+10 I; Concussive (2),
Unwieldy), Tail (Melee; 1d10+12 R; Pen 2; Flexible,
Razor Sharp)
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EMPRESS
Empress (Master)
WS BS
S
T
59
28
10
10
68
65
Ag
Int
Per
Wp
Fel
33
35
46
53
45
Movement: 7/14/21/42
Wounds: 50
Armour: Carapace (15 All)
Total TB: 10
Skills: Athletics (S), Awareness (Per), Command
(Fel), Intimidate (S) +20
Talents: Air of Authority, Berserk Charge, Killing
Strike, Swift Attack
Traits: Acid Blood, Blind, Deadly Natural Weapons,
Fear (4), From Beyond, Natural Armour (15), Size
(Immense), Sturdy, Undying, Unnatural Strength (4),
Unnatural Toughness (4), Unnatural Senses (50)
Weapons: Bite (Melee; 1d10+11 R; Pen 5; Tearing,
Unwieldy), Claw (Melee; 1d5+9 R; Pen 2), Crushing
Charge (Melee: 1d10+10 I; Concussive (3),
Unwieldy), Tail (Melee; 1d10+12 R; Pen 2; Flexible,
Razor Sharp)
87
>PRIORITY ONE
>INSURE RETURN OF ORGANISM FOR ANALYSIS.
>ALL OTHER CONSIDERATIONS SECONDARY.
>CREW EXPENDABLE.
>_
Welcome to Aliens: Only War, a pen-and-paper
RPG set in 20th Century Foxs Aliens
franchise, run using the rules from Fantasy
Flight Games popular Only War roleplaying
game.
Become a Colonial Marine, battling deadly
Xenomorphs in the heart of an infested
colony, or a terrified starship officer,
fighting for your life in pitch black
hallways and air vents.
Just remember: in space, no one can hear you
scream.
90