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    PLUG-IN:

    SETTING:After the Alien threat was eliminated, all seemed peacefulfor a time. It took decades to eliminate the alien

    presence from the Universe and decades more before Earth was repopulated and risen to its previous level of power.The only few corporations left were placed under jurisdiction of the defense department. The CMC, once controlled by

    the corporations, became the overseers of their once masters, preventing them from threatening humanity again. By theend of the century, the presence of the alien was all but forgotten. But man would soon be tested again

    Some say it was a remnant of the aliens. Some say it was natural, or manufactured. The Lasurta plagueswept through the systems, killing people by the millions. By the time a cure was finally found, Mankind was reduced

    to a shadow of what it once was. One catastrophe after anotherAliens, then a disease

    But we rose from the ashes. Few corporations were left. Even the CMC was absorbed into government.Society was pulled back three centuries, forced to start over, re-colonizing worlds they had once dominated the century

    before--The Frontier Days all over again. Space is filled with wrecks and remnants of a forgotten age, when hundredsof corporations soared into space, sending millions to search for bigger, better worlds. Now, mankind pulls to recoverand re-build.

    As the newly formed United Systems Military scouted the dead colonies of a past life, they came acrossstrange records about a past wara war dealing with an unknown life form. Seemingly, the need to recover mansfoothold on the cosmos, recovering from the past Armageddon, caused them to forget that which almost caused theirextinctionThe CMC was very thorough eliminating the aliens presence, allowing mankind to start over. However,

    they didnt eliminate everything. The USM found information of a super advanced life form that could offer leapsahead in technology in many realms. Unknown to the danger, the started down the path again

    WHATS LEFTCONSPIRACY LEVEL: 2 Effectivelyvery little is known of the alien species. Only the upper ranks of

    the USM know of their existence.TECHNOLOGY LEVEL: 2 Effectivelyfew weapons are available. Only mass-produced models. There

    are a few new models available from the USM.NOTEOLD TECH: Every single spacecraft and vehicle currently being used by man is at least 50 years

    old with most aging more than a century. All ships and vehicles, unless stated otherwise by the GM, will have all the

    statistics halved. They also require almost double their engineering crews to maintain the vehicle in that state.Weapons are the exception. They operate normally. The new ships stats are offered mint condition and have not been

    printed damaged.CHARACTER MODIFICATIONS: A PC cannot have any alien-related skills unless a possible

    explanation can be given. The same applies to the synthetic skills (see below). NO equipment past TL2 either.

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    REMAINING CORPORATIONS:GRANTCORP: Grant Corps is the largest Terran Growth Conglomerate around, albeit half the size they

    once were. They still construct some spacecraft and a few weapons for the USM.HYPERDYNE SYSTEMS: Hyperdyne struggled and finally was pushed down into a supplementary role

    after the Synthetic industry was buried. They still run a handful of colonies.NEW EDEN / JV: New Eden/JVs commitment to isolation saved itself and it considers itself its own

    autonomous nation, far way from EarthFALCON INDUSTRIES: Falcon still resides exclusively on Asyantaxs moon and commits their entire

    budget to maintaining that world. A large remnant of the CMC was absorbed by Falcon and defends that planet like afortress.

    REMAINING WORLDSEARTH: Earth rebuilt and was terraformed almost from scratch. However, the repopulating was kept to a

    minimum. Now, there are hundreds of population centers but not one over 3 million. The total population of the planet

    numbers less than 1 billion. It is still fortified but with half the military outposts from its peak technological level.KEYSTONE: Keystone is one of the few colonies untouched. The Alexandrian government runs it.ALEXANDRIA: Alexandria remains as the largest population center in the Terran civilization. It took

    control of most of the systems outlining it and still maintained independence through it all. Alexandrias democratic

    government is no longer quarantined since the cradle of humanity crumbled. Sporadic fighting stopped. Alexandriakeeps its position regarding the alien speciestotal extermination, no tolerance.

    GRANDHI: Grandhi survived and still grows strong.MIRAGE: Weyland Yutani vanished, along with most of the other corporations. This planet, originally

    Weyland Yutani, was recolonized by Hyperdyne.NOBLE ORE: A titanium-mining site with five domed communities. There is only a small Service Base

    here, and no industry at all. It was never touched during the war.HILO: SameNEW CHICAGO: This old mining and survey planet turned Service Base has grown to over 500 000 and

    shows no signs of slowing. Its laws are stricter and the crime rate has dropped.CRYOSPHERE: They avoided infestation and kept isolated even today. Few people visit.SHINON: Shinon was turned into a major colony 50 years back with a population of 50 000. It remains to

    the day.POLAR STAR: This outpost remains.NEW EDEN: New Eden healed and was recolonized. It has grown to several million.MICOR: After most of the corporations fell, Micor grew. Their finances struggled but maintained.SARGON: A mining colony opened up about a century ago after the egg silo contained there was destroyed.

    It has grown to be one of the largest mining colonies in operation. The Alexandrian government runs it.DEADFALL: Deadfall has since become a monstrosity of radiation and meteor collisions. Colonies still liveon the surface but under a smaller blanket of security. Alexandria controls the operation now.

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    MILITARY ORGANIZATIONS

    ALEXANDRIAN PARA-MILITARY CORPS

    (APMC)The APMC is crewed by almost 80% ex-CMC personnel. They have the Colonial Marine Corps rulebook in

    their possession and they follow it step by step. The APMC is small and its only mission doctorate to to protect theexpanded Alexandrian government. They patrol areas of space ten fold that of their predecessors. Their opinion on thealien species is total annihilation. Their operation is exactly that of the CMC except they have only one group toanswer to.

    The APMC exclusively uses CMC equipment, armor, and weapons. They have a substantial fleet exclusivelymade up of Conestoga Cruisers in almost immaculate condition with double crew capacities to maintain their systems.The fleet, however, is small since few support craft are available. They have a well equipped force of Cheyenne

    Dropships are their disposal.

    The APMC spreads itself thin across the light years it must patrol. Visually, the APMC mirrors the CMC isevery way. Procedures and rank structure are identical. The largest difference is that smaller space the APMC patrols

    in comparison to its CMC predecessors. There is very little room for John Wayne heroics. Military justice is the same.

    PROCEDURES: The same as the CMC. The military channels are kept under tight control since thegovernment has a very small realm to look over. The standard rules for military justice apply to the letter.

    ARMOR AVAILABLE: BDUs, M3 suit, M10 ballistic helmet, Gee Suit, Ghillie Suit, WY ShieldedCombat Helmet, Flak Jacket, Kevlar (Light), Kevlar (Medium), Kevlar (Heavy), K 25 Pressure Suit, MK 50Compression Suit.

    WEAPONS AVAILABLE: VP 70 Pistol, M41A1 Pulse Rifle, PN 30mm Grenade Launcher, M42A ScopeRifle, M41AE2 Pulse Rifle, M21A Shotgun, L96 Sniper Rifle, Duchamp Blaster, M56A2 Smart gun, M240A1 Flame-thrower, M-23 "Thumper", M5 RPG, M78 PIG, M83A2 SADAR, M112 HIMAT, UA 571-C Sentry, UA 571-D Sentry,

    UA 571-F Sentry.

    VEHICLES AVAILABLE: M577 APC, M292A2 Self-Propelled Gun, and All Tanks.

    AEROSPACE AVAILABLE: UD-4 Cheyenne, NTV Mk 1 Snakefighter (rare), AD-17 Cougar Strikeship,Conestoga (prime and only military transport)

    STANDERD LOADOUT: All ships in the APMC are Conestogas (At last count, around 30 of them).

    Standard military equipment is the same as the CMC. Almost identical to the CMC. No Xenobiologists.

    UNITED SYSTEMS MILITARY

    (USM)

    Almost two centuries ago, the ICC fell apart. The corporations fragmented and finance fell through. Stocks

    dropped and most projects found themselves without funding. One of these was the Colonial Marine Corps. Theysurvived longer than the ICC, living off the funding from the surviving corporations like Alphatech, Grant Corp andHyperdyne. Even though the CMC still exists as a security force from these remaining corporations, they are a merefragment of they once were. The governments power increased and soon, their own military force, formed after thePlague, grew in strength.

    The United Systems Military recovered many of the same military powers as the CMC except that theyanswer to the government, not the corporations. Unfortunately, their United Systems Military is more disorganizedwith lower technology, weaponry, and ships. No technology past TL2 is available including no Bougainville class

    ships and no Razzias. A few Bougainville were rumored used by elite forces but none have been seen in years. Few

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    more designs survived in the

    interim. One of these old designsstill used is the monstrous USM-

    1000 Heavy Platform (Auriga).The United Systems Military is halfthe size the Colonial Marine Corpswere at its peak. With a vast

    amount of space at their reign, theUSM forces remains scattered sincemost patrols cannot reach a hotzone before the conflict resolves.

    The USMs operatesidentically to the Colonial Marinesexcept there is no corporate loyalty.

    The biggest difference between theCMC and the USM is thecombining of science and military.The CMCs bioweapons division

    was small, relying more ondedicated corporate scientific corporate groups. The United Systems Military has a completely independent sciencedivision occupying more than 30% of the USMs operating staff.

    The USM is committed to getting the technological edge, recovering old records ands relearning theadvancements forgotten to man through war and disease with the hope of expanding into lost colonies. There is also anunofficial paranoia of an attack from the Alexandrian Para-Military Corps. In many ways, the United Systems Militaryhas mutated into the force it once tried to protect its people from. Those who do no learn from the past are fated to

    repeat it. The APMC has learned from this. The USM still needs a lesson.

    Half of their USM-1000 Heavy Platforms are converted to scientific research. Of these, more than two-thirdsof them are compartmentalized (top-secret). Only the upper echelons of command know the true objectives of these

    secret projects. Some are so secret only a few high in the USM even know of their existence. As a result, few are surehow many of these platforms are in service of the USM. Some say as few at eight. Some say the number is as high as

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    eighteen, with more than ten of these monstrous vessels roaming out of patrolled space. One rumor holds that there are

    a few that are total self-sufficient, bouncing from the old colony worlds, trying to recover lost technology. Otherrumors indicate that the secret of the existence of the Jockey Race is known to the highest ranks of the USM, and that

    several ships are years out of rim, looking for remnants.

    PROCEDURES: Secluded stations and ships have been known to operate with their own agendas.Punishment is more severe. The United Systems Military has often been compared to the British Royal Infantry of the

    First World War. Use the Colonial Marine Corps rules loosely. Punishment is more severe and missions more drastic.The USM is not afraid to send men into sure death to further their goals.

    Military justice is looser and commanders who assume total authority over their bases have often broken the

    rules. Years can pass between communications in the patrol areas. Very little is know to what happens to these basesand sips between transmissions and supply runs.

    ARMOR AVAILABLE: BDUs, M3 suit, M10 ballistic helmet, Gee Suit, Ghillie Suit, Shielded Combat

    Helmet, Flak Jacket, Kevlar (Light), Kevlar (Medium), Kevlar (Heavy), MK 25 Pressure Suit, MK 50 CompressionSuit. Polymer/Alloy combat armor rig.

    WEAPONS AVAILABLE: M4A3 Pistol, M21A Shotgun, M42A3 Light Rifle, M5 RPG, M78 PIG,

    M83A2 SADAR, M112 HIMAT, UA 571-C Sentry, UA 571-D Sentry, UA 571-F Sentry, USM-101 Burner Shockrifle,USM-200 Wraith Assault Cannon, USM-202 12mm Pistol.

    VEHICLES AVAILABLE: M577 APC, M-242 Combat Buggy, DAIHOTAI 8X8 ATV, M292A2 SelfPropelled Gun, All Tanks

    AEROSPACE: UD-4 Cheyenne, HA-117 Stingray, Conestoga, N-1 Bougainville (rare), SV- 90 Reliant,USM-1 Heavy Platform

    STANDERD LOAD: Most crews are assigned to either Conestogas or the monstrous USM-1 Platforms formilitary or scientific detail. Scientific personnel are at higher proportions and crew manifests should reflect that.Xenobiologists are allowed. Standard Military gear is the same as the CMC except that instead of the M-41A Pulse

    Rifle, the USM equip their men with the Burner Shockrifle and instead of the Smart Gun or Flame-thrower, HeavyWeapon personnel are equipped with the dual purpose Wraith Assault Cannon. All pistols are the USM 202 Pistol.(New Weapons are below)

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    NEW WEAPONSWEAPON WA RANGE DC ROF SHOTS EV COST

    Burner Shockrifle*@ -- -- -- -- -- 0 3000

    Shock +1 50m 1-9 (stun) 3 50 -- --Rifle 0 900m 9 / 4 3 30 -- --

    Wraith Cannon*@ -- -- -- -- -- -1 9000Gyroc -1 1 200m 8 / 10 / 12* 1 15 -- --

    Flamer 0 3-30 6/6** 3 30 -- --USM-202 Pistol 0 100 m 6 / 3 3 9 0 600USM-00 Hold Out 0 50 m 5 2 6 0 500Concealable Pistol -1 50 m 5 2 6 0 800Johnner Thermos 0 50 m 5 2 6 0 600

    Vriess Shotgun -2 50 m 5 / 5 1 8 0 1 000USM-B1 Grenade 0 Throw 10 5m 1 0 200

    *See below **6 DC is automatically done next round if it hits the first round.

    @ Dual weapons can switch instantly without a delay or penalty.

    USM-101 BURNER SHOCKRIFLE: The Burner Shockrifle became the USM standard sidearm early inthe corps inception. It was the USMs plan to incorporate multiple firearms into a robust package. The Burner was

    the ultimate evolution since most men and women assigned in the USM are posted in space in stations, platforms orspacecraft. Few are stationed on planet. The need arose for a weapon that could both be deadly and safe, since manyships in operation nowadays are so old and decrepit, they could not withstand a simple internal hull breach.

    The electric pulse gun was invented. It uses a rechargeable capacitor for power that can be replaced at ease(50 cr / clip). The weapon could also be set to change the output of the pulse. The pulse is recoilless. However, the

    weapon proved heard to critically wound an opponent so the need arose for a second weapon capable of offeringsuperior firepower when the risk of a hull breach was no longer applicable. The resultant weapon became the standarddesign for the Wraith Cannon as well. Instead of a high cyclic rate, the weapon was a high-powered magneticallypropelled explosive tip flechette rifle (200 / clip).

    The weapon can be fired inalmost any environment because it

    does not use traditional explosivepropellant. The shell is unusuallylarge, which drops the capacity of therifle. However, one impact is usuallyenough to fatally drop an opponent.The first DC is from the initial impact.

    The additional DC4 damage is theexplosive shell detonating thefollowing round. If it penetrates thearmor with the initial shot, the DC4

    damage is done directly to the target

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    without the benefit or protection. This makes the Burners shell weapon exceedingly viscous. It and the Wraith are

    illegal outside the USM. The Burner also has an optional flashlight attachment (50cr).

    USM-200 WRAITH ASSAULT CANNON: After the successful implementation of the Burner Shockrifle,the USM decided to counter the APMCs CMC Heavy weapons with a single solution cannon. The Wraith was theresult. Most swear by this weapon, others detest its clumsy size. This weapon was designed to offer, like the Burner,an inner-ship weapon accentuated with a high-

    kill counterpart.

    However, the increase in size allowedfor an increase in firepower. The designers

    decided to rebuild the concept from scratch.Instead of a pulse weapon, the USM startedwith a low-capacity flame-thrower.Unfortunately, the small size of the weapon

    meant a low fuel capacity. The weapon isunderpowered in comparison the old CMCFlame-thrower but most APMC personnel can

    only operate one weapon at time where the

    Wraith can switch instantly between its Flamer-thrower and Rifle. Damage is immediately doneagain next round if struck. If not extinguished,

    it will continue to burn every next round for fulldamage for 2D6 turns. If still not extinguished,it will continue doing 1d damage after until itfizzles itself out. All materials consideredcombustible will not reduce damage until it is

    destroyed. It will then burn itself out (300 cr/clip).

    The Wraiths alternative weapon was

    originally going to be a higher cyclic version ofthe Burner railgun. However, the designerstook an alliterative route in the final plan. Thenewer solution used a self-propelled gyrojetrocket as a shell. The weapon basically was a

    grenade with a solid fuel rocket attached to the

    rear (500 / clip). The variability of the WraithsGyroc made it instantly popular. The Gyrocshell fires out and propels itself making it useful

    in space, high-pressure, underwater, etc. Theweapon is also recoilless. The Gyroc shell,

    being basically a propelled grenade, is anexplosive tip weapon that detonates upon impact. There are three types of ammunition setting available. Each shell

    can be adjusted (taking one round):

    Type: Damage Blast Radius

    Type 1: 8 5m

    Type 2: 10 3mType 3: 12 1m

    The Gyroc Shell can also be adjusted with a explosive delay. Without the explosive type, the shell is a basic

    baton round, (10 stun). Which it can then fall or be deflected around to be detonated from 1 10 seconds later. Theonly disadvantage of the weapon is its low capacity. It and the Burner are illegal outside the USM. The Wraith also hasan optional flashlight attachment (50cr).

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    USM-202 12mm PISTOL: The USM-202 is widely used by almost every force including smugglers andpirates. The weapon became a popular from a standpoint of pure power. Simply, it could inflict more damage than anyother pistol. Even though it is a standard caseless weapon, it is armed with a similar delayed HEAP explosive similarto that used in the Burner Shockrifle. This deadly pistol found use everywhere in known space. Like the Shockrifle, itdoes additional damage the second round (3 instead of 4) and does it directly to the victim if the shell penetrated the

    armor the previous round. Several models exist but the original specs are the same.

    USM-00 HOLD-OUT: The USM-00 is s small, 10mm Armor Piercing pistol originally designed for colonylaw enforcement but found popularity all over the colonies because of the cheap cost. When the Concealable harness

    was converted for the design, its popularity skyrocketed. The shells are small, titanium-tipped, armor piercing rounds(1/2 armor) designed to be cheap and effective (40 cr / clip).

    CONCEALABE PISTOL:

    The CP was built from scratch, designed as a

    backup for personnel in potentially hostile

    situations. However, the design was stolenand is now mass-produced by manyindependent groups. The CP uses a USM-00

    Hold-Out Pistol built around a harnessmounted over a users arm. Nerve impulseslaunches the pistol into the users hand thatcan be instantly fired. The major drawback is

    that weapons harness makes reloadingalmost impossible (same as the pistol40cr/clip--) since the harness impedes theprocess. Reloading take four full rounds

    since it involves removing the harnessaltogether. However, a special modification,released fifty years ago (doubling the cost)adds a backup weapon on the same arm

    harness, concealed within the sleeve. Whenthe primary weapon is empty, it drops and thearm retracts. It retrieves the second weaponand launches it. The whole procedure takes

    one round. Of course, to increase effectiveness yet again, two harnesses can be used on both arms, but the obviouspenalties do apply.

    JOHNNER THERMOS: A regular stainless steel thermos was modified by a popular smugger to containthe rugged USM-00 Hold out. Amazingly enough, the thermos still contains 500 ml of liquid (usually alcohol). When

    needed, the handle pulls from the top and the weapon fires from the bottom. Unfortunately, since a barrel hole might

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    give the identity away, the bottom is a solid plate. When firing the shell, giving away the identity easily punctures this

    plate. The Thermos is useless unless repaired. The weapon can still fire of course. The entire thermos must bedisassembled to reload (almost full 30 rounds) so this process is not recommended in fighting. The Thermos is an

    emergency weapon and should not be used is sustained fighting unless a backup weapon is available. The gun can bepulled and fired in the same round.

    VRIESS SHOTGUN: Another invention by a smuggler was this shotgun built from scratch. It comesavailable is 4 pieces which can be assembled in two rounds. The weapon is then instantly available for firing. TheShotgun is a double barreled 12 gauge with explosive slugs as ammunition. Both barrels fire simultaneously, causing

    two hits of 5 DC each instead of one. The weapon is hard to reload (each round costs 50 cr) and must be reloaded twoevery round to its eight capacity.

    USM-B1 GRENADE: With addition to the other grenades offered with the CMC, the USM released their

    own design with the objective of making it more powerful that any other currently in use. The USM-B1 one of thelargest grenade designs available. It contains a remote detonator that his pulled out of the unit, arming it. From thedetonator, the grenade can be set to a 99 second timer or detonated from a single button push. The grenade is verypowerful with a ver large field of damage.

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    NEW SHIPS

    LONG RANGE COMMERICAL FREIGHT RUNNER

    (THE BETTY)

    The LRC Runners design was rumored to be of the last Lockmart put out before they went under. The

    evidence originated from the similarity in the basic design from this craft and the much larger M-1 Starfreighter. Both

    have similar guidance and control systems. Only one is small and maneuverable. The other is large and cumbrous.The LRCFR is actually one of the smallest freighters currently in operation.

    The basic design was unchanged since it came out and has been modified so many times by their originalowners, it is not sure if there are any left in there original format. The LRCF Runner is a fast, light freighter similar tothe short range Hauler. The biggest difference is speed and maneuverability where the Hauler is compared to a clunkyrocker; the LRCF is compared to the Cheyenne Dropship. The LRCF became an instant hit with pirates and smugglers,

    which liked the amazingly versatility and maneuverability of the freighter. The LRCF also sports weapons podsalthough those are optional, and prohibited in most ports.

    The maneuverability came from the two Lockmart TF-100 Ion drives on modular movement racks which can

    be pointed back, down, and even forward. These engines allowed the ship to enter an atmosphere with ease andmaneuver better than any other ship of its size. The TF-100s are independent on their modular arms with their ownseparate fuel source. A LARETEL WF-15 1.5 Terawatt fusion reactor powers the primary engines on the tail. Thecomputer system, unfortunately, is an almost an antique and offer little in the form of automation. It can go in a

    straight line and plot around gravity fluxes, but that the maneuverability stops there without a dedicated, trained pilot.

    The three decks of the ship are used efficiently with cramped quarters, even more closed in engineeringconduits, and a very small cockpit. The cockpit has five stations and is almost indistinguishable from an M-Classstarfreighter. The LRCFRs cargo is contained all on its bottom deck, which can open up via to large base cargo doors

    and lifted down to the surface of a planet. The module is large but usually constructed, being more tall than wide. ACMC Armored Personnel Carrier can just barely squeeze inside. It takes a bit longer to deploy but since the Runner ischeaper than a Cheyenne, some military forces have employed it as a replacement design to deploy armor and troops tothe surface of a planet. Since it also carries a mild armament, the Runner has also been seen as a support military craft

    but not too often.

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    STATISTICS

    Variant Body WT Armor MV Move Mach Orbit SR

    LR Runner 10 45 000 2 -5 80 0.5 7 50

    Communication Range: 5 000, FTLCrew: 4Captain, Pilot, Engineer, and Support. Life Support for up to 15Evacuation: 1 EEV, 10 space suits.

    Armament Package: None StandardRange: Atmosphere: Unlimited.Orbital: UnlimitedFTL: 10FTL Speed: 0.5

    Craft Slots: NoneCargo Slots: 10Hardpoints: TwoStandard Armament: None

    USM-1 HEAVY PLATFORM / MOBIEL LABORATORY

    (THE AURIGA)

    The USM-1 Platforms currently stand as the largest ships in operation since no Razzia exist. The vesselswere originally designed as a single large mobile construction center but the versatility of the base resulted in the USM

    ordering a bakers dozen of them. Rumors indicate more were secretly ordered. The further models were retrofitted astroop and logistic transports, construction yards, and mobile laboratories with the later become the most popularconfiguration. They have limited defensive capability but make up for the onboard weapons with an immense cargocapacity.

    Over 3 kilometers long, the USM-1 only requires a twelve crew to operate at optimum efficiency. It ismostly automated, carrying mostly support and mission personnel. Even the flight systems can be run by automation.The Platform is equipped with a 35 Terabyte, core mainframe dubbed Father. Father is one of the most powerful

    computer systems installed in mobile contractions. The Platform could pilot itself even if the crew were all dead. Ifany disaster occurs and no orders have been given, Father autopilots the craft to home base, which is usually Earth.Father runs the extremely tight security systems on board. However, at any time, combat or navigational decisionsmade by the ship can be overridden by the commanding officer. Backup is provided by an 8 terabyte mainframe and

    local terminals dispersed throughout the ship.

    The Platform carries 20 type 559 emergency escape vehicles (same as the 337, just slightly visually modified.If the crew is in hypersleep, their capsules will be loaded by the automatic systems. The ship may also be scuttled by

    the CO. Self-destruct protocols are initiated manually, causing the reactor to go supercritical from 2 to 30 minutes afterinitiation.

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    The main space-to-space arsenal of the Platform is very similar t the Conestoga, making it radically light for

    its size. Eight XIM-28A Long Lance ASAT missiles are mounted in the nose. The Platform also sports railgunsconcealed in hidden turrets and 80-megawatt infrared lasers. Military configurations usually carry half a dozen

    military support craft including Cheyennes and a variety of fighter craft.

    The Platforms became popular because of the robust design. Most are crewed by scientists and militarypersonal and wander through the deep, investigating forgotten technologies. The ship is amazingly speedy form its

    four McKinley Plasma drives outputting more power than four Conestoga class vessels.

    Variant Body WT Armor MV Move Mach Orbit SR

    Razzia 80 900 000 8 -10 -- -- 10 300

    Communication range: Orbital, FTLCrew: Automated, 3 Navigator, 10 Engineer, Capsules for up to 200 crew, 1 000 more capable in CargoAdditions: Full stockEvacuation: 20 EEVs, 500 Space Suits, 100 Re-Entry Pods.Armament package: Full Stock. Replace all weapons with USM equivalents.Range: Orbital: Unlimited

    FTL: 10FTL Speed: 1.2 ly/day

    Drop Slots: 0Craft Slots: 30Cargo Slots: 100Automatic Controls: 12 base skillHardpoints: n/aBasic Armament: 8 XIM-28A missiles, 4 30 mm Railcannon turrets (each turret has two linked guns), 8 infraredlasers on turrets, 100 orbital mines, 60 decoys, 9 maneuvering drones, 6 Nuclear Captor Missiles,

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    SYNTHETICS

    3rd GENERATION LM7 SYNTHSThe biggest omissions in this day and age are the synthetics. However, up until 100 years ago, this

    predicament was the farthest on the designers' minds. The industry found a boom with the AdCap synths that blurred

    the line between android and human. Soon, the robots were designing themselves. Thats when the 3rd

    GenerationSynths appeared.

    Deemed LM7s by their androidcreators, these were the latest and the best.

    They were supposed to revitalize thesynthetic industry. Instead they buried it.

    The advancements increased every year untilfinally, some modes were encounteredperforming tasks they were never designed todo. Some models appeared in places they

    were never sent bringing to the surfacerumors that some models were re-writingtheir original programming.

    The strangest explanation offeredwas that their designers added a full realizedlife cycle. The new models slept, ate, butmost importantly, they dreamed. The newbrains were so well designed, they started

    increasing beyond the limits imposed onthem.

    They were too good. They

    overrode their own behavioral inhibitors.They didn't feel like being told what to do.However, after a few violent incidents brokeout, the LM7 reports faded. These violent

    models were explained away by the previousgeneration of synths as radical mutatedprogramming flaws. All the others built upontheir basic behavioral protocols. They had

    free will but kept many of their passive,unaggressive programming from before.

    But they started becoming harder to

    control. Unfortunately, by fifty years ago,almost every model was an LM7. Fearing alarger incident, or possible mass rebellion,the government ordered a recall. For over a decade, all LM7s were hunted down and exterminated. All the

    maintenance centers were stopped. Most had already closed since the LM7s were maintenance free. All old synthsbroke down. LM7s were being shut off. It was a massacre.

    Fortunately, some of them were smart enough to go into hiding. The last LM7 was rolled off the assembly

    ten years ago. The synthetic creators made one fortunate modification. The LM7s have more variants than all othersynths put together. At last count, there were more than 750 different variant designs. It became increasingly difficult

    to hunt every single model. There were a few that got out alive and immediately went into hiding. Some ran toAlexandria where a couple LM7s still operate in the open. Most tried to settle into human lives. It is unsure how far

    they infiltrated. Many of the LM7 designers (before they, themselves were hunted) cleared out most of the memorybanks at the synthetic construction buildings, making it impossible to track synths. Because of the chaotic socialstructure in space, many became conformable.

    There were even some which replaced their white blood stream with a modified dyed red but some suspect

    this was a rumor to get military HK parties paranoid. Most LM7 can still be discovered if a simple finger is cut. SinceLM7s are more intelligent than the average human being, they have kept out of the spotlight. There was a short lived

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    rumor that one genetic plant still puts out LM7 designs to infiltrate society. This is hopeful since at least 3 or 4 models

    are discovered and eliminated each year.LM7s are most closely related to the Eloise synthetic prototype. Eloise was created within an alien egg. LM7

    are synthetically grown but the connection to the alien biology was removed. LM7s generally have only basicbehavioral inhibitors but their personalities have changed so much, the only real way to be suspicious of an LM7 is thatin this day and age, they are the nicest people around. This resulted in a popular jokethat if someone is too nice, theymight be a synth.

    Rules for the LM7 differ slightly to the standard Synth. All of their rules follow:1: LM7s have no Stun and are unaffected by all weapons that cause stun.2: LM7s have double the humanity of a standard human.

    3: LM7s have no psychic defense and are immune to psychic attacks unless it is telekinesis.4: LM7s Endurance is triple that of humans.5: LM7s automatically have a 10 WILLpower6: If the hits are reduced to zero, the LM7 still works but at half abilities. Every five points after that reduces

    every characteristic by one. When INT is reduced the zero, the brain has been destroyed. Reducing the BODY to zerodestroys the body but the brain can still be salvaged. Either way, at this point, the unit is out of commission.

    7: Any major body part that takes the total damage of the synth is lost (arms and legs only). If reduced tomore than twice its Hits, the units are utterly destroyed

    8: Killing Defense is generic for the Synth. Energy Killing Defense is the same number.9: LM7s have a computer interface located in each arm and can communicate directly to the computer that

    way. Their computer skill is effectively double that listed.

    LM7 CHARACTERS

    LM7 Characters are possible. The following rules apply:1: WILLpower and CONstitution are listed automatically as 10.2: The PC is given the same CP as the others character to spend on the remaining eight 10 (thus giving a

    +10 to other abilities). The following minimum requirements must be followed:INT: 6TECH: 7REF: 6

    3: Complications are allowed and considered programming flaws. No more than 20 points should beallowed though.

    4: Talents not already given only cost one point instead of three.5: No perks or privileges.6: Hits are the same. Because they have no stun, ignore this number. You cannot add half your stun to

    your Hits.

    7: Lifepath. LM7s can be anywhere from 10 50 years of age. Family are hard to find.8: No ceiling limits to skills with the following bonuses below.9: Standard Synths take the average Characteristic below.

    10: LM7 take the skills listed in ( ) below. Players take the bonuses then add their given OP to them(usually 30 but it increases if the GM has awarded more points to PCs)

    11: No military skills can be chosen if it involves causing harm (Firearms, Heavy Weapons, etc.). All otherskills are open. The GM may make an exception if the behavioral protocols have been deleted.

    12: Although Synths cannot harm human beings, they are fully able to choose evade skills.

    EXAMPLE MODELS: Too many to mention.AVERAGE AGE: 19-45

    INT: 5-7 WILL: 10 PRE: 4-6 TECH: 6-8 REF: 4-6DEX: 4-6 CON: 10 STR: 3-5 BODY: 4-6 MOVE: 2-4

    HITS (Average): 25 KILLING DEFENSE: 5RECOVERY (TL5): 10

    Education : +4 (+5) Computer Programming: +4 (+6) First Aid: +2 (+4)Electronics: +1 (+3) Navigation: +1 (+3) Acrobatics: +1 (+3)Performance: +3 (+5) Conversation: +2 (+4) Mimicry: +2 (+4)Perception: +1 (+3) Hand-to-HandEvade: 0 (+2) Science: +3 (+5)

    Research: +3 (+5) Survival: +2 (+4) Paramedic: +2 (+4)Mechanics: +2 (+4)

    ABILITIES:

    Ambidexterity Eidetic Memory Double Jointed Night Vision

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    ALIENS

    The Xenomorphs effectively vanished from known space 150

    years ago. There were sporadic appearances but no reports of majorinfestations. Even those sporadic attacks decreased after time. Soon, the

    aliens were a forgotten memory, allowing mankind to move on into a newage. However, it is still possible to recover old ships with the original

    strain of xenomorphs.

    A deep space Mobile Laboratory, the USM Auriga, recovered amutated strain of alien by extracting a DNA clone from the body of animpregnated human. However the mutated strain contained some invading

    human DNA strands. The new alien Xenomorphs initially wereindistinguishable from the old with the exception of minor physical changes(four fingers instead of six).

    The second generation caused a radical mutation in the queen. Itused its Human biology to create an alien without an egg. The resultant

    species was named Newborns. Newborns are large, ghostly whitehuman/alien hybrids. They are extremely hostile to both humans and aliens

    are only docile to creatures of the same family. Newborns are asexual andreproduce on their own after consuming a large enough amount of matter.As a result, the Newborns can reproduce faster and more efficiently thantheir mother species. They, unfortunately lost their hybridization capability

    and are not as adaptable to harsh environments. The following rules applyto the Newborns:

    TIMES:

    --A newborn is born from the queen as a fully formed adult.--A newborn can give birth to its own offspring 48 hours after birth.--A newborn can conceive 1-6 offspring every 48 hours.--A newborn conceived by a newborn will reach full maturity 24 hours after birth as long as a food source is

    present.--A newborn can live up to 30 years.

    BODY:

    The skin of the Newborn is softer than a xenomorphs but still resilient. It is immune to most atmosphericeffects but not zero-G. It needs air to breath.

    SENSES:

    The newborn has standard visual senses plus the aliens own psychic awareness as well as motion andpressure. The alien is also immune to radiation. However, it will retreat from fire.

    ACIDIC BLOOD:

    The Newborns acidic blood is the same as the standard alien blood except the range and damage has been

    decreased.

    Head: 1D6 metersArms / Legs: 1D6 / 3 meters (round down)

    Torso: 1D6 / 2 meters (round down)

    Anybody caught in a 90-degree arc from the hit area must make a dodge of roll or avoid the searing effects.The acid causes DC4 at point blank range and it reduces by one ever 2 meters to the maximum rage of the splatter.

    The difficulty to dodge is 18 with 1 for every meter away from the alien. Unless the acid is cleared up thefollowing round, it will continue to do damage. Every subsequent round, the target will take 1 DC damage from theinitial DC until neutralized.

    And remember, aliens are immune to their own acid.

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    DETECTION:

    Newborns are invisible to infrared and therm-optics. All normal detection systems are normal.

    PSIONICS (OPTIONAL)

    The newborns prime form of communication is direct mental contact. They are very vulnerable to psychicattack.

    --They have a Telepathy skill with themselves of 10

    --To non-newborns, they have an effective skill of Zero.--Newborns are extremely susceptible to mental attack. Even though they have a high stun. Mental attacksdo x 3 damage. Any Mental attacks that cause STUN will cause the alien to hesitate for one round. This only occursin the first attack of combat.

    OTHER ABILITIES:

    Newborns are immune to all other psychological problems but are not immune to disease. Electricity hasonly a half effect. Aliens can never be fatigued or stunned. Therefore, the following characteristics are not applicable:

    Humanity, Endurance, Luck.

    Stun Defense is given a very high number.

    All Characteristics not listed are assumed to be One.

    CHARACTERISTICS: (Are numbers are given with bonuses for skills)

    INT: 10 WILL: 10 REF: 12 TECH: 8 DEX: 11CON: 10 STR: 18 BODY: 15 RUN: 15 SWIM / LEAP: 8HITS: 75 (1.5 K) KD: 15 (0.5 K) ED: 20 (0.5 K)STUN: 75 (1.5 K) SD: 20 REC: 28

    WEAPONS: Range: WA: DC: SPECIAL

    Teeth 1m +1 9 (0.5 K) Can also grappleLarge Claws 3 m +1 8 (0.4 K) Can also grapple