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ALIENS BLOOD

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TaBLE OF
CONTENTS

A
L
I
E
N
S

CHAPTER ONE:
aliens: Blood
Forward..page 3

CHAPTER Two:
Graveyard shift Again...
Skills & Qualities ..page 6

CHAPTER THREE:
Clear a path to the shuttle bay
Archetypes..page 13

CHAPTER FOUR:
Stay In the offIce here
Weapons & Equipment..page 37

CHAPTER FIVE:
Get In, lInk It up, get out again. Easy
The Aliens..page 65

CHAPTER SIX:
She knew everythIng...
Scenario..page 82

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Chapter One
Aliens: BLOOD
Darkness engulfed her gargantuan form as she spiralled through the immense gulf of
space, her limbs drawn in and coiled into a foetal position she hadnt experienced since her
birth.
The depths of the endless void were freezing cold, though she couldnt feel it through her
thickened chitinous hide or in the acidic blood that flowed through her veins. Tendrils of
opaque saliva flowed from her mouth, frozen pendants hanging like stalactites in a
subterranean cave.
She had no concept of time, couldnt tell how long she had lain dormant in suspended
animation while she had drifted past moons and planetoids, celestial bodies far from her
grasp. As she slept, she remembered her children, the hundreds of her brood that had been
lost in the searing white fire that had engulfed her nest. She remembered the woman warrior
who had obliterated her hive; who had fought her with a metal construct, seared her flesh,
and threw her from the flying platform she had infiltrated. She also remembered the last of
her children who had stowed away with her, felt their presence as she slipped away from
them, and sank into a state of limbo while she rested. Though it had taken time; years
perhaps, her rage and anger had subsided and gave way to a sense of surreal calmness, for
she knew that her time would come again, for she was eternal.
Her slumber was disturbed as her heightened senses detected something, an immense
presence, a concentration of life force she hadnt experienced in her lifetime: far stronger
than the creatures she had sensed around her previous nesting ground. Hundreds, maybe
thousands of potential hosts were nearby, and within her reach. They seemed to be moving
towards her, slowly approaching and bringing with it the chance of creating another hive.
After what could have been a decade of being immobilised, her limbs stretched, talons
flexed, and the coiled prehensile tail slowly snaked out from around her. Shifting the massive
crown of her head, her lower jaw shifted forward from within the protective cowl surrounding
her muzzle, lips parting and teeth gleaming dimly in the faint light of the nearest star. With a
silent scream, the saliva caked around her mouth fractured and broke away into crystals as
she tried to move, to alter her trajectory and reach out to grip one of the star ships as they
passed by.
Her clawed hands brushed the slick metallic surface of the vehicle, and with mindless
ferocity she erupted into a violent fury, scrabbling with nails and tail to secure a strong hold.
Her fingers tore through the hull of the ship, and she created her own handholds as she
slowly heaved herself across the surface of the spacecraft.
As she moved closer towards a familiar panel on the surface, the mix of the vibrations of the
engine and the potency of the life force within the ship excited her, urging her onwards as
she moved towards her target. The frayed hull of the ship sliced her digits as she moved,
spewing crystals of frozen acid as she went, until she reached a control panel beside a door
marked Airlock.
The writing meant nothing to her, as did the strange symbols on the controls, but she knew
these small pieces of plastic could help her: they had in the past, when the metal cage had

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pulled her out the depths of her doomed nursery. They had also aided a powerful warrior in
throwing her from the ship.
She banged and pounded mindlessly at the controls, the blood from her fresh wounds
seeping onto the buttons and slowly melting through wiring behind them. The panel erupted
in a small shower of sparks, and the seam of the airlock parted, giving her a space to work on
with her ungodly strength as she pried to port open, heaving her immense bulk into the ship
and buckling slightly as the pull of gravity quickly dragged her down. The weightlessness she
had experienced for so long quickly lost, she lay in the airlock as the door automatically
sealed behind her and a rush of fresh air flooded into the room, trying to become accustomed
to the environment that she had been missing for what seemed like a lifetime.
After she had rested and recovered, she would have to begin work on her new hive, and
she would have to move fast before she was discovered

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INTRODUCTION:
Aliens: Blood is an expansion of the Aliens vs Predator, AvP Extermination and AVP: Duality ebooks written by myself and is designed to be used with All Flesh Must Be Eaten (though it should
also fit in with any Unisystem core operating system with only marginal tweaking).
This is designed to be a stand-alone guide: you wont need to download a copy of any of the previous
e-books Ive written (though theyre all free, which is the best price of anything ever, so there
shouldnt be any reason why you dont already have them cluttering up your hard drive). Because of
this, there will be some repetition of previous material (you cant have an Aliens supplement without
having a basic alien in it, after all). But Im going to strive to have a lot of original and new material in
here, along with some previous items expanded or explained better. Hopefully.
So, whats this all about?
Aliens: Blood is based on a short story I wrote when I was 13. Were looking at core materials that
are over 20 years old, and something that was written by hand. With a pen. If theres any kids out there
that dont know, go on Google and have a look at what those are. Before I elevated to typewriters, then
computers, my notes and scribblings were all on papers scattered around my room in notepads and bits
of paper. Actually, they still are. The old guard tend to be stuck in their ways.
Back to Blood. I recently approached the old story with an interest when I found one of these paper
copies and decided it was good, had promise, and turned it in to a nice 219-page fan fiction. Its
available on FanFiction.net (https://www.fanfiction.net/s/4152668/1/Aliens-Blood), and its had a lot
of positive feedback. Its actually one of the few pieces on there that doesnt revolve around kids
bringing aliens in to school for show and tell, living with families like pets, or being a princess
predator embroiled in a love-triangle with their teacher, an alien and another predator. Sorry, Im
rambling again.
Blood. It was originally named Tribe. Then I found out that there was an Aliens story already
actually called Tribes, so I changed it. It centres on the queen that was ejected from the USS Sulaco at
the end of Aliens, and the havoc she causes when picked up by another fleet several years later.
Theres a few elements I threw in there as a twist here and there, a couple of different strains of Aliens
that I messed around with. I even managed to keep in some of the more bizarre ideas that made sense
to a 13-year-old but less so to an adult. Excerpts of it have been used in here as title headers, just to set
the scene and keep up the formatting as already laid out in previous AFMBE instalments.
So there you go: The storys all there and prepped, if you dont want to read it all, itll be summarised
in the Chapter 6, so dont feel pressured to go out and read it all online (though more views and
feedback would never go unappreciated).
I may even throw a few extras in there too, as well as some expansion on rules, including trying my
hand at large-scale combat, as well as touching on a couple of things from games that werent out
when my original AvP write-ups were released.

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CHaPTER 2:
Graveyard shift again
Graveyard shifts ideal for the deadbeats, right? grunted Naki, his feet up on the control
desk and rolling them from side to side on the balls of his feet, tapping the toes of each boot
together. He peeled back a sheet from the notebook he carried, crumpled it up and tossed it
through the air. He watched with a simple grin as the projectile sailed through the air and
bounced off the rim of the metal bucket hed brought with him to his shift. It toppled to the
floor and lay amongst the pile of other paper balls lying on the deck plate. It wouldnt be so
bad if they paid us more, unsociable hours and all, but shit
I know, JT nodded. We get paid the same as the people who work nine to five. Wheres
the fuckin justice in that?
Amen, Naki grinned, crumpling his own coffee cup into a misshapen disc and launching it
across the room. It sailed across the room, skimmed over the bucket, and crashed into the
wall, spilling a few droplets of dark brown liquid on the bulkhead. Boring as shit, but if we try
to bring something to keep us entertained, we get pulled up on a disciplinary and get some of
our pay docked.
Well, hacking into the security cams in one of the womens locker rooms is a little different
to bringing a book along to a shift.
But its so damn boring, Naki repeated, pulling himself up and strolling around the room,
idly flicking random switches and buttons as he strutted around the bridge. The last thing
that happened that was vaguely interesting was that glitch with the airlock the other day.
You heard what happened with that, right? JT asked, leaning forward and looking into the
dark contents of his cup as if trying to read the future in a crystal ball. With the engineer
going missing.
I heard he camped out in the belly of the ship and got pissed out of his face on an illegal
still he set up, Naki grumbled. Lucky bastard.
Yeah? Well I heard he got attacked.
Attacked, scoffed the Indian. Who the fucks going to hide in the engineer deck they call
the inferno, and attack someone?
Not who, but what, JT shook his head. They think one of the animals escaped from the
domes.
Fuck me, groaned Naki, throwing himself into another seat. In one shift, he normally sat in
every seat on the bridge for at least ten minutes, and tonight was going to be no exception.
Thats all we need, some frigging rat running around the air shafts. And its not rats and mice
were carrying: theres some nasty shit in those hydro domes. Monkeys, wild cats, fucking
sharks
I hardly think a sharks going to break out of the water tanks and stalk the engineering
crew, JT rolled his eyes.
Stranger shits happened, Naki warned, wagging his finger. Mark my words.
Anyway, they say the marks on the poor bastard looked like someone had tried to have a
right go at him. Strangled, they say.

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They? Naki raised an eyebrow. You mean she, as in Doctor Monroe. Still trying to fuck
around with her?
Shes a friend, JT assured him. I used to hang around with her brother before he was
shipped out to Styx on some Marine mission, I promised Id look after her, and he never
came back, died on the mission: I owe it to him. Anyway, yes, Evelyn said he looked like hed
been strangled, maybe with a piece of wiring. Lucky the bastard wasnt garrotted.
And you dont feel guilty that it was us that picked up the fault and sent them out him to get
beaten up?
No, because we just picked out the fault, the engineering chief sent him out on his own,
and from what I hear, the Corporals going ape shit on that poor bastard. Hes convinced it
was his fault.
Thats the shit that happens here, Naki smiled, fishing around in his pockets and dumping
the contents of them on the desk. He sifted through the fluff and dirt, picking out a sealed
tube of tobacco and a roll of thin white paper and started to roll himself some cigarettes.
Youre trapped in a metal box for, what, how long, months; maybe a year? Youre bound to
loose it at one point or another; its just a case of who freaks out first. In this case it was the
psycho stalking the engineering decks, followed closely by the crackpot Marine who spends
too much time getting high on gun cleaner.
Some would say you cracked a long time ago, grinned JT, helping himself to one of the
freshly rolled cigarettes and tucking it behind his ear.
Well, when you and your Grampa spend every Sunday afternoon shacked up in a sweat
lodge with a pound of hallucinogenic drugs for seven years, somethings bound to stop
working up here, Naki grunted, tapping the side of his head with a finger. But the drugs
stopped me from going crazy. Now Im just lazy as shit. One thirty systems check, whats the
status?
Everythings the same, JT muttered. Power, atmo, pressure. Nothing new, its all okay.
We got word back from The Babylon and Gaia; their systems are fine. Whatever
malfunctioned with our airlocks a one-off; it hasnt been repeated over there. What about
your boards?
Everythings fine: weve got reports of missing primates from one of the hydroponics domes
coming in, some family of monkeys that havent been seen for a couple of days, well let the
animal handlers worry about that... You see, that makes sense: monkeys go missing, and
around the same time some poor bastard is found beaten down by an escaped animal.
Problem solved, get me the Captain, I should have his job. Theres a com light flashing, too,
an incoming transmission from one of the medical bays. Other than that, its all normal.
Transmission from where? Open the channel!
Ay, sir, saluted Naki, running his fingers over the board and activating the communication
systems, putting on a fake voice. This is the graveyard shift with Tomly and Redhorn, taking
requests and dedications for all our listeners. Whats your name and where are you calling
from?
Static hissed over the speakers hidden in the console JT sat at, a steady rhythmic whisper
of silence punctuated by the slightest of a shuddering breath.
Hello? JT said, leaning towards the microphone on the desk. Is there someone there?
T Tomly? a horse voice, quiet and subdued, almost afraid to be heard. John, is that
you?

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Evelyn? he asked, leaning further forwards in the seat and tapping at the controls to see if
he could increase the signal and isolate her voice from the fizzing background noise. Evie, is
that you?
Johnny Christ, I need you!
Fuck, JT, Naki bellowed, slapping the console before him with the palm of a wide hand
and shaking his head, a grin plastered on his face. You always screw your friends sisters?
Ive got a sister back on Earth, have you fucked her?
JT scowled at his friend, making short, sharp gestures with his hands to indicate he should
be quiet. Evie, its me, whats wrong?
Help me, she whispered pitifully. Christ please
A clatter sounded in the background, the sound of a metal tray dropping to the floor and
instruments scattering across the deck, followed by a screech, then the transmission abruptly
cut off. JT jumped to his feet and pulled on the red leather jacket draped over the back of his
chair, then grabbed his cap and pulled it on over his head as he stormed towards the door.
Where you going?
Medical, JT snapped, pausing at the door and hammering a code into the keypad by the
door. It cycled open slowly, allowing him access to the corridor outside. Jamesons still down
there, doped up to the eyeballs. If the psycho that beat the shit out hims gone to finish the
job off, she could be in trouble, I have to get to her.
Call the Marines, thats what the bastards get paid for. We fly, they shoot and risk their
lives. I wouldnt expect them to fly this ship, why should they expect us to be brave?
Because sometimes you have to take the initiative, muttered JT as he stepped out into the
corridor and hammered the button behind him to seal the door.
Fine Naki responded as he slipped a plastic pouch out from the inside of his jacket and
took a sip of the dark yellow liquid that sloshed around inside the small bag. Smacking his
lips as the cooled, and illegal, whiskey trickled down his throat, he lay back in the seat he
occupied and looked over the few controls he decided to monitor while he decided whether
he should contact the Marines.
Fuck it, he finally decided, replacing the malleable hip flask back into his inside pocket and
patting it reassuringly. In the eternity hed spent watching over the ship, the only exciting
thing that had ever happened had been the airlock malfunction, and what were the chances,
really, of that happening again?
Chase that skirt all you want, he sighed, grabbing a datapad and idly flicking through the
real-time updates that were coming in from around the ship. There seemed to be a lot of
minor failures and errors cropping up around the ship, little system faults and bugs that
needed to be fixed, but by no means were dangerous or threatening to the wellbeing of the
ship or its crew. He reluctantly tapped through a series of menus, sorting through the reports
and passing them on to the areas on board that would deal with the fixes.
Though the job was by no means taxing, Naki quickly lost interest in it and found himself
logging into the security systems under an alias to see if any of the sub-programs hed input
to hack the security cameras in the locker rooms were still active. He grinned wickedly to
himself as one of the small monitors beside his chair sparked to life and depicted a small
room lined on each side by metallic doors, each with a small keypad embedded into the front.
A woman strolled into view, a young redhead with her hair tied back in a tight ponytail and a
thick white towel wrapped around her body. She seemed preoccupied as she paced up and

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down the locker room, talking impatiently into a small headset still wrapped around her head:
she was obviously one of the higher ranking officers on board who felt they could never be
more than five minutes away from their work. He couldnt hear any of the sound, nor could he
muster up any three dimensional images: voyeurism had its limits if he didnt want to be
caught by the systems.
In mid conversation, the woman seemed to lose her temper and flung both her hands out
while spreading her fingers in a gesture Naki used himself, normally while uttering the words
what the fuck? and from the annoyed expression on the womans face, he could tell that
she was in the same frame of mind. She tore off her radio and threw it unceremoniously into
her locker, let her towel drop to the ground, and started to head towards the door at the back
of the room, that lead to the showers. Naki smiled to himself as he watched the naked,
supple form of the woman move, found himself grinning even more as she spun on her heels
and her breasts bounced from side to side. She seemed to be staring straight at Naki, and he
found himself recoiling from the monitor, before remembering that it wasnt a two-way
transmission, and something else close to the camera had obviously startled her: maybe one
of the escaped monkeys had found its way into the changing rooms.
Naki smiled as he was briefly reminded of an old tri-dee video hed seen once that had
involved a naked woman and monkey, but knew that there was no way he was going to get a
live sample of bestiality right now. Still, he was interested to see what would happen next:
would the woman retrieve her towel first, before attempting to catch the monkey, or would
she just try to scare it away? So many possibilities, though all he thought didnt match with
what actually happened.
A pale shape slithered in front of the camera, a sickly yellow-orange, glistening hide that
slipped in front of the lens and sickly reflected the artificial lights of the room, a shape that
seemed to taper off into a thin tail as it dropped from what must have been a ventilation shaft
near the camera onto the ground: the woman followed it with her head and tried to back away
from it, stumbling over her towel and finding herself wrapped up in it, spinning around and
falling to the ground, her head bouncing sickeningly off the lockers as she lost her balance
and crashed to the floor. Naki watched as something slithered across the floor, some kind of
mutant snake being the best way he could describe it, and latched on to the exposed
buttocks of the woman, chewing on the fatty tissue with small, sharp teeth. He felt sick, but
found himself unable to tear his gaze away from the feasting animal, slapping blindly at the
controls around him and trying to find the controls to open a communication channel. The
system chirped to life and a rough voice broke the stunned silence that had fallen over the
bridge.
Security, the man grunted. He sounded just as board and reticent as Naki had been before
hacking the security system.
Yeah, hey, uh Naki started to speak, but tailed off as the truth behind what he was about
to say dawned on him. If he was going to report this in, he was going to have to do it tactfully:
if he just announced hed seen it on the security cameras, questions would be raised; why
was a part-time pilot and technician reporting on events hed seen on a restricted feed? A
pilot-cum-technician who had been reduced to the graveyard shift for just the same type of
illicit behaviour only a couple of months before? As distressing and disturbing as it all was, he
couldnt let himself fall any further from grace. His Grampa may have been a crack addict, but

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he came out with some gems in his years, and one of them was that you always had to look
out for number one.
Look, buddy, whats wrong? Youre wasting my time.
I uh Theres been a couple of sightings around deck 4, section 8S, some people
claiming theyre seeing something like a snake loose in the corridors and around the gym
area. Have you heard anything strange?
Nothings been reported to Security. They normally report things like that to us direct, not
the bridge.
Yeah, I know, but
Look, you sit up there and dont press anything, well worry about the little beasties
escaping from the domes, you worry about doing your job and keep pointing us straight
ahead.
Listen, asshole, shouted Naki as he finally snapped, Theres some kind of fucking snake
eating some women in one of the locker rooms. Why dont you do your job and get off your
asses and find that woman?
There was no response from the other side, indicating that the line had gone dead. Naki
glared sullenly at the screen, and the snake that had now chewed through most of the flesh
of the womans buttock and now seemed to be worming its way into the inner cavity of her
torso.
Hell with this shit, he grunted, standing up and lurching for the doorway before punching in
the code to release him from the bridge. Sometimes you just gotta take the fuckin initiative.

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SkIlls and qualItIes


Unisystem is a unique and diverse gaming system, with a number of different options
available for character creation and fleshing out. The versatility of the Unisystem universe
means that where theres a gap in skills or aspects, its easy enough to plug the gap yourself.
This section includes any additional skills, archetypes, and qualities not included in the core
rulebook. Where possible, Ill also endeavour to make a note of other source books that have
been used, and which books these skills have been taken from.

New Archetype MarIne


I'm ready, man, check it out. I am the ultimate badass! State of the badass art! You do NOT
wanna fuck with me. Check it out! Hey Ripley, dont worry. Me and my squad of ultimate
badasses will protect you!
Pvt. W. Hudson.
It takes years of training and hard work to graduate from the United Systems Colonial
Marines dedicated training program, and this is reflected in the increased number of points
available to allocate across the character.
Marines have 25 points to allocate over Attributes, however due to the intense training, all
physical primary attributes (Strength, Dexterity, Constitution) can be maxed out at level 6 with
the cost of taking an attribute up to this level 2 points per level (unlike the 3 points per level
over level 5, as stated in AFMBE core rulebook, page 30).
Marines also gain 15 points for Qualities, and up to 10 points for Drawbacks, and a
staggering 50 points for Skills. Amongst the Skills, Marines must have some levels bought in
Brawling, Guns (Handgun) and First Aid skills to cover basic training.

QualItIes
C ompartmentalIsed

+3

Physical Quality
A quality that requires the Robot quality as a prerequisite, this android is one tough hombre,
and can take an extraordinary amount damage before finally being knocked down, with the
ability to adapt remarkably well to loss of limbs or parts of their body and not suffer any major
penalties to tasks. Built in segments, repairs can be carried easily, especially to itself, or
modules that can be easily repaired if spares are available. Limbs can be replaced or
repaired just as easily, though repairs made in the field cannot last forever. Due to their
construction methods, a Compartmentalised robot is shielded against electromagnetic pulses
and damage, negating the damage these kind of attacks will do.

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SkIlls
D RIVING

aPC

Being trained in driving an APC doesnt just provide the ability to move the vehicle back and
forth, it also includes the basic training and guidance needed to operate the on-board tactical
command station and built-in weapons systems.

G uns

P ulse r Ifle

A person proficient in this skill is trained in all aspects of the weapon, including its main fire
mode and all different mounts. Any modifications to this weapon, such as adding sights or
swapping out one mount for another, require an Intelligence and Guns (Pulse Rifle) task.
Identifying a fault with another persons modification requires a Perception and Guns (Pulse
Rifle) task.

G uns

S martgun

The M56 smartgun is no ordinary weapon, and an untrained user will naturally try and fight
against the self-targeting properties of the weapon. The more trained with the weapon a user
is, the more likely they are to trust its independent movements and go with the flow.

P ILOT

P owerloa der

This skill reflects the training and practice that using a Powerloader (see page 64) requires.
The first level of the Pilot Powerloader skill indicates that the user has completed the first 6
weeks of the training course necessary to operate the loader see page 64 to see penalties
relating to this if the user is untrained. Any further levels are representative of further
advanced training that someone may take.

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CHaPTER 3:
Clear a path to the shuttle bay...
Meet up with my men there. You can liaise with my Gunnery Sergeant there; together the
two of you can work out the best course of action to take the ship back, get rid of whatever
these things are. Cray will stay here.
Keeps the uptight shit out of my way, Stevens thought to himself, but didnt say anything
straight away, simply grinning. He knew Cray would be there, watching the transmission, and
he hoped he could see that Stevens was overjoyed by the fact hed been called, more or
less, incompetent.
The barracks were suddenly thrown into turmoil as the squeal of metal tearing apart
sounded, and Stevens pivoted on his heel, turning to see a seething blanket of darkness
seep into the room through a jagged gash in one of the panelled walls, a pair of nightmare
creatures slinking in low and hissing as they lunged forwards. A third animal tumbled through
the ceiling tiles as it negotiated the maze of overhead conduits and access tunnels, righting
itself and hurling aside the shattered debris that surrounded it before screeching and lunging
towards Stevens, a pair of clawed hands reaching towards him, talons glistening and thick
mucus dripping from its salivating maw. Swinging his weapon around and firing his powerful
shotgun, the alien stopped in its tracks as the hail of oversized buckshot slammed into its
ridged body like a brick wall. It paused for a second, as if stunned from the blow, while the
rest of the Marines opened up with their automatic rifles, spraying the malicious targets with
soft lead slugs. The alien lifted its head skywards, screamed an inhuman, trumpeting bellow,
then lunged again, forcing him to back away from the console. He fired again and again,
using the momentum of the bucking weapon to aid in pumping the slide and pounding round
after round into the advancing horde.
A handful of buckshot finally found their mark, smashing through the rictus grin of the
demonic creature and rattling around in its armoured skull. It managed a high-pitched whine
as it thrashed and dropped to its knees before a bullet from the other side of the room tore
into the side of its extended head and smashed out the other, spraying caustic juices across
the command console and killing the power as the acid chewed through power relays and
circuitry essential to its operation. It quickly blacked out, effectively cutting of their
communication with the Marine ship.
Stevens looked around to see his saviour, saw Dawes slip her smoking sidearm into her hip
holster and give a slight nod. Stevens returned the gesture, a silent and quick way of
acknowledging the fact shed helped him out, then took a quick check of his situation.
Evelyn had retreated to JTs side, hiding behind him while he skipped the muzzle of his
weapon from side to side, trying to pick his targets. He hadnt fired any shots yet, the glowing
LED readout on the side of his weapon still showed 95, meaning he was being selective in
his targets just as hed been told. Someone with a rifle on full-auto could quite easily wipe out
all the creatures in the room, but they could just as easily take out all the surviving Marines,
too.
But the aliens were doing that fine by themselves.

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The seriously injured Marines were the first to fall as another seven of the creatures poured
into the room through the gaping hole in the wall, moving with an ethereal fluidity as they
snared the more seriously injured men and women with talons and tails, pulling them from
the room before returning to the fray and lunging at the men more capable of defending
themselves with claws extended and snarling teeth, cutting them down with bloody
malevolence, tearing open bodies and leaving them to bleed to death while moving on to
their next target.
Already, more than half the Marines were gone or taken by the creatures, for whatever
reason: Stevens guessed food, but didnt like the connotations behind that: his men being
killed outright was bad enough, but being eaten alive was just unthinkable.
Fallback, he shouted, screaming above the din of gunfire, screaming creatures and dying
men. Seal off the barracks, secure a path to the shuttle bay!
Those that took their time to acknowledge the order quickly fell to the steel talons of the
creatures, while those that continued to lay down overlapping fields of fire and retreat one
step at a time stood a better chance of surviving. Stevens knew that the blast door behind
him would lead to the corridor that would take him roughly in the right direction of the shuttle
bay: it was a couple of levels down, but if they could put a few solid blast doors between
themselves and the dark, demonic creatures it might just be enough to let them get to the
shuttle bay without loosing too many more people and certainly help get some of the civvies
to safety. Reaching the door, Stevens blindly slapped the control panel and waited as
patiently as he could while unleashing a hail of buckshot into the advancing horde, the motor
of the door groaning and whining as it cycled the barrier open. As soon as there was enough
space for a person to fit, Stevens pushed Evelyn and JT through the opening first, then gave
the order to his men to retreat.
Three of the Marines towards the front line of defence turned to run towards the door, and
were instantly taken down by the creatures as more of them swarmed into the room, pulling
themselves in through the gaping hole in the wall and dropping down through the flimsy
ceiling tiles, a cacophony of hissing rasps and ear-piercing screeches as the creatures, each
larger than a man, loomed ever closer to the Marines, shrugging off the soft-slug caseless
rounds as they softened and flattened against their toughened carapaces. Another wave of
creatures rushed into the room, a tsunami of needle-sharp teeth and razor-tipped claws that
washed over the Marines and drowned them in a sea of their own blood.
Get out, Stevens shouted over the din of gunfire, screaming creatures and gurgling death
cries as he waved to the few remaining men left standing, and watching in desperation as the
ceiling above him collapsed and more of the creatures poured into the room or had some
of the crowd flanked around behind them? He couldnt tell, didnt have time to count, and felt
lost as he found himself cut off from the rest of the squad while the creatures effectively cut
off his squad.
Get out of here, came a call from the midst of the circling creatures, a voice he recognised
as Dawes, snapping off shots with her handgun which seemed to have more affect than the
anti-personnel rounds. Stevens lurched forwards, unleashing a salvo of thirty millimetre
canister rounds into the backs of the creatures, finally tearing one apart as he opened fire at
point blank range. The aliens torso toppled back and its legs fell forwards, twitching
spastically, but the devastating shotgun blast hadnt marked its demise: twisting and
thrashing on the floor, the legless torso arced its back and hurled its weight around, snapping

ALIENS BLOOD
PAGe 14

its jaws as it hauled itself across the floor towards the man who had dealt such an
incapacitating blow. Smooth, ice-cold hands wrapped their fingers around his trousers, the
creature bringing with it an oily odour laced with rancid meat and bile, and even with its clear
disability, the creature managed topple him, clawing its way up his body. He pulled up his
shotgun and pushed it into the grinning, salivating jaws of the demonic visage, grimaced as
the crystalline teeth of the creature clattered and scrapped the barrel, and pulled the trigger.
It clicked unresponsively: empty!
It batted the weapon away, found purchase on the battered body armour Stevens wore, and
hauled itself up his body, the shattered stump of its torso spurting gouts of caustic acid that
melted through the deck plates and would surely do the same to his legs, if he let it happen.
He tried struggling with the thrashing torso, but its weight and strength were overpowering,
and he knew that this was the end, without a doubt.
His life flashed before him in no particular order, scenes from his past that seemed frozen in
time, as if he were looking a collection of photographs: summers at his fathers beach house;
his grandmothers homemade soup made with real ham, not that fake soypro crap; the time
he lost his virginity to his high school sweetheart in the back of his brothers car; the time his
brother kicked his ass for stealing his car; his first day in boot; his passing out.
He opened his eyes, looked around and saw JT in the open doorway, cradling his pulse rifle
and pointing it at him: a quick end, better than letting some alien creature rip him to shreds of
dissolve him from the feet up.
The weapon sounded with a thunderous roar, bullets smashing into the swaying head of the
creature and smashing into Stevens body, each impact a dull thump as the bullets rattled the
bodies of man and creature alike. The animal hissed, lifted to one side, and Stevens felt
hands wrap around the collars of his dented body armour, hauling him across the floor, out
the door, then hurled against the corridor wall while the door was shut behind him. Someone
was hunkering down by the door, the glowing white flare of a welding torch sputtering is
melted the edges of the doorframe, binding it with the door as they hastily sealed it.
Am I am I dead?
Armour took the impact from the rounds, announced the welder, looking hastily over her
shoulder: a face streaked with grime and dirt, a gash running down one side of her face an
inch deep, seeping with bright red blood, the liquid almost as red as her now tattered hair.
She shifted her weight as she balanced awkwardly on her knees, the legs of her trousers
soaked in blood and the armour she wore pitted with scars and ridges that still smoked from
their contact with the acid blood; his boots and clamshell greaves releasing the same noxious
gas. If wed been using HEAP rounds, youd be fragged: of course, if wed been using HEAP
rounds, a lot more of those fuckers would have went down first.
Dawes, he murmured, running his hands over the shell of his body armour, gently poking
the craters that had appeared in his own protective casing and hissing as his fingers found
the flattened, scalding hot rounds that JT had peppered both the alien and Stevens with. He
plucked one out, let it drop to the ground, then smiled. I thought you were done for, thought
you were surrounded by those things.
I was, she spoke as she worked around the frame, methodically. You blasting that one
apart put a hole in the defence long enough to let me break through. I got injured, she said,
waving vaguely to her face and legs, Waded through a shit load of acid. But we got you out,
me and the civs.

ALIENS BLOOD
PAGe 15

No one else get through?


No, she muttered, shoulders slumping. A couple nearly made it. Nearly.
Stevens pulled himself up onto his feet, shakily at first before testing his strength and giving
an involuntary shake, more of the mushroomed rounds dislodging from his armour and
toppling to the ground. He looked at JT who was looking glumly at the floor, trying his best to
ignore the tortured screams inside the room that barely managed to come through the thick
door.
Howd you know my armourd stop those rounds?
I didnt, he answered sullenly. I just figured
Better dead than food for them, Stevens agreed. Or whatever they plan on doing with
them. No need to explain.
A heavy thud sounded at the door, and both JT and Evelyn jumped back from the barrier,
each bringing their weapons up to bear on the panel, while Stevens and Dawes barely
flinched.
Doors five inches of duralloy, Stevens shook his head. Its a blast door, designed to
contain explosions: a bunch of pumped-up creatures arent going to break through that.
The ferocity of the thumping increased, became accompanied by frantic scrabbling sounds
that turned into scratches, then a piercing squeal of metal rending, each noise accompanied
by the terrifying roar of the trapped animals.
I dont think anyone told them they cant get through, Dawes muttered, stepping back from
the door and checking her weapon. A full clip in her weapon, two more secured to her
webbing, and another two magazines for her handgun tucked into one of the stickro-fastened
pockets of her trousers: the handgun seemed more effective at the moment, with the soft
slugs practically ineffective against the creatures unless they could get a clear shot at its
open mouth. Stevens quickly checked his own stock of weapons, found he had a handful of
thirty millimetre rounds, but hed lost his riot gun in his scuffle with the legless alien. He
handed the rounds over to Dawes, indicating she should load up the underslung grenade
launcher of her pulse rifle with them, before checking JTs own situation.
Other than the salvo of rounds hed fired at Stevens and the disabled creature, he hadnt
fired any rounds, so he still had a clip with close to eighty rounds, and another three clips.
Hed also found the time to recover the leather holster and his own handgun to go in it,
something hed obviously done without Stevens knowing. He snatched the assault rifle from
JT, knowing that the weapon would do more good if it was in his hands, then looked at
Evelyn, at the small sidearm she held limply in her hands, and nodded towards it.
You know how to use that?
She nodded slowly. Ive had some training. A little.
Better than nothing, Stevens said with a shrug. Try not to hit me or Dawes here, well get
on like a house on fire. Now, weve got to get out of here, quick. The shuttle bays about half
a mile that way that way, and a couple of levels down: the belly of the beast. Between here
and there, there could be any number of those things, and just as many people working their
duty shifts, and despite the manufacturers warranty, I dont think that doors going to hold out
too long.
He dropped to his knees, pulled out a pair of small metal cylinders no larger than a roll of
quarters, then set them on the deck plates, turning their caps a quarter of a turn before
backing away from them.

ALIENS BLOOD
PAGe 16

A little present in case they do escape, he explained, motioning for his group of survivors
to follow him: the Bounding-Frags were anti-personnel mines that would launch two meters
into the air if they were tripped, before showering the creatures with a spray of shrapnel. It
might not be enough to stop them, but it would certainly slow them down.
He hoped.
Cmon, he urged, skipping quickly away from the blast door as it finally started to bulge in
the middle, the structure giving way under the continuous onslaught of the creatures. I dont
want to be here when those things go off, or if those creatures get out.

ALIENS BLOOD
PAGe 17

archetypes:
Without characters or archetypes, the story falls flat on its face. The story of Aliens: Blood
follows 6 main characters, all of which are statted out on the following pages, however it is up
to the ZM to decide if the cast get to pick these, use them as inspiration, or allowed free reign
to create their own characters (providing theyre relevant to the setting, as always).
This expansion also has a number of individual Marine specialists, and while these are not
an exhaustive list of roles within the Marines, they are the roles used predominantly in the
story and fitting to the environment and situation (high explosives ordinance and mechanised
assault units arent in much need in a civilian ship with potential civilian survivors).
If youre letting cast members create their own characters, remember to keep them in line
with whats likely needed on the ship: that includes pilots, security guards, doctors, engineers
and technicians, scientists and researcher and their families, as well as Marines: It is unlikely
that a pack of grizzled ex-veteran bounty hunters are stowing away and packing the latest in
firearms. On a similar note, it stands to reason that there wont be an abundance of weapons
simply lying around: The Eden is a colony-settling craft, not a warship, and any weapons are
likely to be kept under lock and key, only available to those with sufficient access levels.
Page 19
Page 21
Page 23
Page 25
Page 27
Page 29
Page 31
Page 32
Page 33
Page 34
Page 35
Page 36

JT - Commercial Pilot Norm


Evelyn Surgeon/ Doctor - Norm
Stevens Marine
Dawes Comtech - Marine
Knight Combat Synth - Robot
May Human Hybrid Alternative
Smartgun Marine
Rifleman Marine
Pilot Marine
Spec Ops Marine
Civilian Captain Norm
Isolated Engineer

ALIENS BLOOD
PAGe 18

FlIght OffIcer John JT Tomly CommercIal PIlot


Norm
Str
Int
Lps
Spd

2 Dex
3 Per
26
8

2 Con
3 WIl
End
Essence

2
2
23
14

QualItIes
Acute Senses

Fast Reaction Time

Photographic Memory

Situational Awareness

Dra wbacks
Addiction (Drinking)

-1

Obsession (Evelyn)

-2

SkIll s
Brawling

Bureaucracy

Computer Programming

Computers

Gambling

Guns (handgun)

Notice

Navigation

Piloting (Shuttlecraft)

Piloting (Starship)*

Navigation*

All Tomorrows Zombies, page 20

ALIENS BLOOD
PAGe 19

Gear:
Com Headset, Flight Jacket, M4A3 Handgun with laser target, Flight Deck access codes.
Personality:
One of the pilots for The Eden, JT has served aboard the shift for a number of years, and
knows Evelyn Monroe through his friendship with her older brother Peter, though over the
years his feelings have developed into something more, but he tries to hide it as best he can.
Though specialising in piloting large starships and cruisers, JT has also experience with
smaller shuttlecraft, a trait that means his skills are easily transferable to other vehicles. His
grasp of piloting is aided by his knowledge of mathematics and astrophsysics, making him a
key figure in the outbreak aboard The Eden and, potentially, the only way off the doomed
ship.
As well as piloting, JT has some minor experience with basic handguns His friendship with
Evelyns Brother saw him spending many hours in the firing range while Peter trained to
perfect his marksman ship when joining the USCM. While hes no seasoned veteran of
combat, he can hold his own in a firefight, and has picked up a few tips to survive the
roughest of bar fights from his time with his friend, fellow pilot and troublemaker Naki
Redhorn.
JT is a friendly character, easy to get on with, and while he isnt reckless by nature, he can
and will go above and beyond to protect Evelyn if she is in danger, or if anyone else makes
what he would consider an improper advance on her.

ALIENS BLOOD
PAGe 20

MedIcal TechnIcIan Evelyn Monroe PhysIcIan


Norm
Str
Int
Lps
Spd

1 Dex
4 Per
30
12

2 Con
2 WIl
End
Essence

4
1
29
14

QualItIes
Attractiveness

Charisma
Photographic memory

2
2

DRa WBacks
Honourable
Recurring Nightmares

-1
-1

SKIll s
Computers
First Aid
Guns (Handgun)
Instruction
Medicine (Surgery)
System Operations (medical) *
Sciences (Biology)

3
4
2
2
5 (10)
4
5

*All Tomorrows Zombies, page 20

ALIENS BLOOD
PAGe 21

Gear:
Doctors Medical Jacket, Medical Deck access codes, small medical kit, medical interface
lenses.
Personality
One of the medical officers stationed aboard The Eden, Evelyn Monroe lost her brother, a
soldier in the USCM, in an undisclosed operation several years ago, a fact she can dwell on
sometimes. Her loss brought her and JT closer, however, as he stepped in to the role of
being a surrogate brother in his absence.
As with JT, she also has some minor training with handguns at the insistence of her brother,
and although shes just as skilled as JT, her relatively sheltered existence in a medical wing
meant shes more proficient with attending and repairing wounds and injuries rather than
inflicting them.
Evelyn was one of the first people aboard The Eden to see one of the aliens erupt from a
host, and as such, her approach to the situation is different to others. While marines may
wade willingly in to battle, and JT does his utmost to protect her, Evelyn is restrained in the
alien assault, the initial trauma of having one of her patients making her wary and cautious of
everything until she can absorb all the facts of the situation and mate rational connections
between the creatures and how

ALIENS BLOOD
PAGe 22

LIeutenant rIchard Stevens U.S.C.M. SoldIer


marIne
Str
Int
Lps
Spd

4 Con
4 WIl

6 Dex
3 Per
66
18

End
Essence

5
2
50
25

QualItIes
Hard To Kill

Nerves Of Steel
Rank *
Resistance (Fatigue)
Situational Awareness

3
1
2
2

DRa WBacks
Clown
Honorable
Reckless

-1
-1
-2

SKIll s
Brawling
Cheating
Climbing
Demolitions
Driving (APC)
First Aid
Gambling
Guns (Handgun)
Guns (Pulse Rifle)
Guns (Flamethrower)
Guns (Heavy Ordinance)
Hand Weapon (Blade)
Intimidation
Notice
Stealth
Throwing (Sphere)
Traps

4
2
2
3
2
1
4
5
4
3
3
4
2
3
3
3
2

*All Tomorrows Zombies, page 22

ALIENS BLOOD
PAGe 23

Gear:
Battle Fatigues, body armour and helmet, ammunition pack, M41A Pulse Rifle, Motion
Tracker, PIG, M240 Flamethrower, Dogchopper, Com Set, Webbing.
Personality
A long serving Marine stationed aboard The Eden, Stevens doesnt have a problem with
authority: just the particular lieutenant in charge of this squad.
With a career thats spanned over a decade serving in different colonies and crafts within
the USCM, he is a combat veteran with a solid knowledge of Marine weapons and tactics,
and gets on well with other members of his squad.
As with most Marines, Stevens also has an inherent distrust and dislike of synthetics; their
impassive and inhuman nature, twinned with the horror tales often told amongst Marines of
the ghost ships and cataclysmic losses, means that most if not all soldiers feel the same way
towards the synthetics. Though his experience of leading a squad is relatively minimal at the
time the aliens appear aboard The Eden, he has served long enough and under enough
people to understand what makes a good and effective leader, and what doesnt. These traits
are something hes able to utilise when hes given a temporary field commission in the midst
of the crisis.
Stevens is a passionate and stubborn soldier, if not slightly arrogant and cocksure, with
enough experience and abilities to keep his colleagues alive in the direst of situations. He
can and will take losses personally, and finds his best method of coping with this is to
continuously push on and fight.

ALIENS BLOOD
PAGe 24

PrIvate ClaudIa Dawes U.S.C.M. ComTech


marIne
Str
Int
Lps
Spd

4 Dex
4 Per
55
20

5 Con
4 WIl
End
Essence

5
3
47
25

QualItIes
Acute Sight

Charisma
Hard To Kill
Nerves Of Steel

1
3
3

Resistance (Fatigue)

DRa WBacks
Honorable
Rank*

-1
-1

SKIll s
Brawling
Bureaucracy
Climbing
Computer Hacking
Computer Programming
Computers
Demolitions
Electronic Surveillance
Electronics
First Aid
Guns (Handgun)
Guns (Pulse Rifle)
Hand Weapon (Blade)
Instruction
Lock Picking (Electronic)
Lock Picking (Mechanical)
Surveillance

3
2
2
5
4
4
1
5
3
1
3
4
3
2
3
2
3

*All Tomorrows Zombies, page 22

ALIENS BLOOD
PAGe 25

Gear:
Battle Fatigues, body armour and helmet, ammunition pack, M41A Pulse Rifle, Motion
Tracker, Comtech Tool Kit, Hack-Pak Mk2 Tablet, Com Set, Webbing.
Personality
A relatively new Marine serving her first tour on The Eden, Dawes has had little time to
establish her role within the soldiers stationed on the craft, however her technical knowledge
and skills are second to none, with an extensive background in combat technician training
that enables her to perform a wide variety of support roles in and out of combat.
Dawes is confident in her abilities and skills, though unlike many of her counterparts, is
more tolerable of synthetics, aware of the vital role that they can play in the USCM, in
particular through the applied tactics and knowledge they can bring to a situation.
Her training is based more on the application of her technical skills than anything else, so
she is not as well trained in weaponry as Stevens is, but thats not to say she is unable to
hold her own in a firefight.
Good humoured and easy going, Dawes can generally get on well with most people, as
unlike Stevens, she hasnt served long enough to form any particularly jaded opinions about
any of her fellow soldiers or commanding officers.

ALIENS BLOOD
PAGe 26

KnIght U.S.C.M. SynthetIc, combat VarIant


marIne
Str
Int

5 Dex
5 Per

Lps
Spd

72
20

5 Con
4 WIl

5
1

End
Essence

N/a
N/a

QualItIes
Compartmentalised

Hard To Kill
Photographic Memory
Robot *

4
2
5

Iron Mind

3(9)

Emotionless
Dermal Armour
Extra Life Points

-3
4
1

DRa WBacks
Minority
Talentless

-1
-2

SKIll s
Brawling
Computer Hacking
Computer Programming
Driving (APC)
Electronics (Robotics) *
First Aid
Guns (Handgun)
Guns (Pulse Rifle)
Guns (Flamethrower)
Guns (Shotgun)
Hand Weapon (Mace)
Notice
Mechanic
Sciences (Physics)

5
2
2
3
5
3
4
5
4
3
4
2
5
3

*All Tomorrows Zombies, pages 20-28

ALIENS BLOOD
PAGe 27

Gear:
Battle Fatigues, body armour, ammunition pack, M41A Pulse Rifle, M240 Flamethrower,
Dogchopper, Com Set, Webbing. Repair Kit.
Personality
Posted aboard The Eden shortly after the infestation, Knight is a combat synthetic designed
specifically to aid combat situations by studying and applying advance tactics in the field, and
is able to operate and act like a mobile tactical command unit. Like all combat synthetics,
Knight is constructed in a series of modules, allowing for easy repairs in the field and making
replacement of damaged portions of his body a relatively quick and simple process when
under fire.
Looked upon as a secondary citizen in some eyes, and even less so in others, Knight is
aware that he is constantly at odds with their prejudices to prove his worth in any role, and
though his success in many situations that he applies himself is noticeable, most people are
still unwilling to look behind the fact he is a synthetic. For the situations in which Knight does
manage to interact with other people, his lack of human emotions and understanding of them
will always ensure hes singled out as the oddity or outsider: after all, his design is for a
combat role and tactics, not passing himself off as a human.

ALIENS BLOOD
PAGe 28

VeterInarIan Doctor DavId May HybrId


SurvIvor
Str
Int

5 Dex
4 Per

Lps
Spd

65
18

4 Con
2 WIl
End
Essence

5
1
47
21

QualItIes
Fast Reaction Time

Hard To Kill
Nerves of Steel
Bioware*

5
2
1

Biofilter*

Starlight Vision*
Leaping @
Wall Crawling #

2
3
5

DRa WBacks
Attractiveness
Minority
Recurring Nightmares

-8
-1
-1

SKIll s
Acrobatics
Brawling
Climbing
Computer
First Aid
Guns (Flamethrower)
Intimidation
Notice
Sciences (Biology)
Stealth
Veterinary Medicine

6
3
3
3
2
2
4
2
3
2
5

*All Tomorrows Zombies, pages 21-29


@ All Flesh Must Be Eaten zombie power, page 150
# Coffee Break of the Living Dead, page 44

ALIENS BLOOD
PAGe 29

Gear:
Ragged clothing, hood, Veterinary Lab access codes.
Personality
The man that David May is today is a former shadow of his former self.
Previously a strong, outspoken man with a love for his job and the creatures he looked after,
his kind and caring nature take a turn in the opposite direction following his exposure to the
alien.
One of many veterinarians charged with looking after the plethora of livestock aboard the
craft, he and his colleagues barricaded themselves in what they imagined to be a safe place
aboard The Eden, only to find it wasnt as secure as they imagined it to be. After waking up to
find each and every person in the barricaded area impregnated, David had to watch as each
of his friends and colleagues died, while waiting for his own fate.
A fate that never came.
The creature within him died while maturing: a dead foetus that slowly started to break down
and change both his appearance and demeanour. His sleep is broken by visions of his
colleagues dying, of the creatures around him, and his mind changing as the condition of his
body followed suite. Favouring a hood to keep his appearance shrouded and hidden, David is
now more subdued and quiet as he is trying to come to terms with the physical and mental
changes his tortured body is going though (represented by the Bioware feature).

ALIENS BLOOD
PAGe 30

USCM Heavy Gunner


MarIne
Str
Int
Lps
Spd

3 Dex
3 Per
47
18

5 Con
6 WIl
End
Essence

4
3
41
25

QualItIes
Accute Sight

Fast Reaction Time


Hard To Kill

2
3

Dra wbacks
Delusions (Prejudice: Civilians)

-1

Showoff

-1

SKILL S
Brawling
Cheating
Climbing
Demolitions
Dodge
Driving (APC)
First Aid
Gambling
Guns (Handgun)
Guns (Smartgun)
Hand Weapon (Knife)
Intimidation
Notice
Streetwise
Survival (Jungle)
Sirvival (Urban)

4
2
3
3
2
3
3
4
4
5
3
2
4
3
2
3

Gear:
Battle Fatigues, body armour, ammunition pack, M56 Smartgun, M4A3 Handgun, Com Set,
Webbing.

ALIENS BLOOD
PAGe 31

USCM RIfleman
MarIne
Str
Int
Lps
Spd

5 Dex
4 Per
69
20

4 Con
3 WIl
End
Essence

6
2
50
24

QualItIes
Fast Reaction Time

Hard To Kill
Nerves of Steel

5
3

Dra wbacks
Addiction (Smoking)

-1

Clown
Showoff

-1
-2

SKILL S
Brawling
Climbing
Craft (Weaponsmith)
Demolitions
Dodge
Electronics
First Aid
Guns (Handgun)
Guns (Pulse Rifle)
Hand Weapon (Knife)
Instruction
Notice
Questioning
Streetwise
Throwing (Sphere)

5
4
3
2
4
1
5
4
5
4
2
3
3
3
2

Gear:
Battle Fatigues, body armour and helmet, Motion Tracker, ammunition pack, M41A Pulse
Rifle, M4A3 Handgun, Com Set, Webbing.

ALIENS BLOOD
PAGe 32

USCM PIlot
SurvIvor
Str
Int
Lps
Spd

3 Dex
2 Per
40
16

5 Con
5 WIl
End
Essence

3
2
38
20

QualItIes
Fast Reaction Time

Hard To Kill
Photographic Memory
Resistance (G-Forces)

2
2
2

Dra wbacks
Charisma
Emotional Problem
(Commitment)
Showoff

-1
-1
-2

SKILL S
Computer Programming
Computers
Demolitions
Dodge
Electronic Surveillance
First Aid
Guns (Hangun)
Notice
Piloting (Dropship)
Sciences (Astrophysics)
Sciences (Mathematics)

3
4
2
3
3
2
3
3
5
3
4

Gear:
Jumpsuit, Helmet, W-Y 88 Mod 4 Combat Pistol, Dropship Access Codes.

ALIENS BLOOD
PAGe 33

USCM Spec-Ops
MarIne
Str
Int
Lps
Spd

4 Dex
5 Per
57
18

5 Con
4 WIl
End
Essence

4
3
44
25

QualItIes
Hard to Kill

Neres Of Steel
Situational Awareness
Rank*

3
3
3

Dra wbacks
Humourless
Showoff

-1
-2

SKILL S
Acrobatics
Brawling
Climbing
Demolitions
Electronic Surveillance
Escapism
First Aid
Guns (Handgun)
Guns (Pulse Rifle)
Instruction
Microgravity Control*
Tracking
Traps

4 (8)
3
3
4
4
3
3
3
4
2
5
4
4

*All Tomorrows Zombies, pages 20-22

Gear:
IRC Mk 50 Compression Suit,
M4RA Battle Rifle with U7 Tac Shotgun, Body Armour and Helmet

ALIENS BLOOD
PAGe 34

CIVILIaN CaPTaIN
NORM
Str
Int
Lps
Spd

1 Dex
3 Per
18
6

2 Con
4 WIl
End
Essence

1
3
17
14

QualItIes
Rank*

Photographic Memory
Resources

2
2

Dra wbacks
Covetous (Ambition)

-2

Humourless

-1

SKILL S
Bureaucracy
Computer Hacking
Computer Programming
Computers
Fine Arts
Humanities (Law)
Myth & Legend (Spacer Lore)
Navigation*
Piloting (Starship)*
Questioning
Smooth Talking
Streetwise
Survival (Spaceports)

4
1
3
4
2
2
2
3
5
3
2
2
2

*All Tomorrows Zombies, pages 20-22

Gear:
Shipwide Access Codes, Favourite Football Team Cap, Shirt and Flight Jacket, ComSet.

ALIENS BLOOD
PAGe 35

ISOLaTED TECHNICIaN
SURVIVOR
Str
Int
Lps
Spd

3 Dex
4 Per
34
14

4 Con
4 WIl
End
Essence

3
2
35
20

QualItIes
Acute Senses (Touch)

Charisma
Fast Reaction Time
Jury-Rigging &

1
2
3

Dra wbacks
Cowardly

-1

Obsession
Zealot

-2
-3

SKILL S
Climbing
Computers
Dodge
Electronic Surveillance
Electronics
Engineer (Mechanical)
Engineer (Electrical)
Engineer (Robotic)*
Engineer (Starship)*
Hand Weapon (Baton)
Notice
Stealth

3
4
3
2
3
3
4
2
5
2
3
1

*All Tomorrows Zombies, pages 20-22


&One Of The Living, page 17

Gear:
Hard Utility Pouch, Engineering Jumpsuit, Hackpack V1 Laptop, Jury-rigged Motion Tracker
(acts same as marine equivalent), collection of tools, Comset. Jury-rigged Flamethrower.

ALIENS BLOOD
PAGe 36

CHaPTER 4:
Stay In the offIce here!
Stevens stood guard by the open door, panning his rifle from side to side. You dont want to
get caught in the way of any machinery out there. Last thing we want is for the doc to have to
reattach an arm.
They all watched from the safety of the office while dormant machinery running the length of
the ceiling shuddered to life and the airlock on the floor cracked opening, giving a loud hiss
as the atmosphere within the sealed chamber below mixed with the rest of the ship and
equalised. Two pairs of mechanical arms, each tipped with a large flat clamp, lowered
themselves into the opening, then with a deafening clang, grabbed the docked vessel and
hauled it from the airlock. As the dropship rose into view like the head of a sea serpent
crowning a wave, its underside opened up, a trio of support struts unfolding from their
housing and the main ramp whining open like a mouth. The airlock doors cycled shut and the
mechanical arms on the ceiling trundled along their tracks, pulling the vehicle away from the
lock and setting it down on the deck beside it. As soon as it touched down, the Marines within
the vehicle started pouring out the main ramp: all wearing the same shell-type armour and
uniform as Stevens and Dawes, most armed with the same type of weapons: a couple
carried heavier weapons supported by a hydraulic arm integrated into their armour, lengthy
weapons they swung smoothly from side to side as they marched across the open hangar to
the small office.
The soldier leading the squad didnt carry a weapon in his hand, but he had an incinerator
slung over one shoulder and a pulse rifle over the other. He nodded to the four people in the
room, dismissed all formalities with Stevens and Dawes as they went to salute.
Stevens, whats the deal? Wheres the rest of the squad?
This is it, he waved to Dawes. Wiped out, they stormed our barracks. Softlsugs dont do
shit unless you get them in the mouth, and canister rounds only work point-blank. Please, tell
me youve got something that packs a little more of a punch
Intel says they bleed acid. Is it safe to spray that around near the hull? It might cause a
breech.
Id rather suck vacuum then have my face chewed off by one of those things. Or taken alive
for whatever.
For those things those spiders, Evelyn murmured, slowly trying to piece things together
in her mind. The spiders make the snakes, then the snakes the snakes they grow?
Understood, Gunnery Sergeant Green nodded, looking warily at Evelyn as she continued
to mutter things to no one in particular. He turned to look at one of the soldiers standing
behind him. Private, get these two Marines issued with some armour piercing rounds.
Secure all entry points to the hangar: get a couple of people strapped into those loaders and
stack as much machinery as you can to block those other doors. You!
JTs attention, previously focussed on the hustle and bustle of the Marines as they rushed
back and forth across the hangar, snapped back to Green as he clicked his fingers and
pointed at him. Me? he asked, bewildered.
Youre the pilot, right?

ALIENS BLOOD
PAGe 37

A pilot, yeah, he nodded in agreement.


I need you to brief the vom-com jockeys over there on the ship and its bridge: access
codes, login protocol, any quirks the system may have that might impede their operation of
the ship.
Vom-coms? JT frowned, looking around for anything that might vaguely fit that description.
What are they doing to the ship?
Were turning around, going back to Gamma, leaving the fleet and getting this infestation
sorted out. Pull up in dry dock, I guess. We gotta get there, and thats why weve brought the
vom-com jockeys.
Vom-com jockeys an abbreviation of vomit-comet jockey. What us grunts call most of the
pilots: drop-happy speed freaks that like nothing more than the roar of an afterburner,
Stevens felt he had to explain to military slang to the civilians if only to keep them in the loop
and up to speed.
So Im a vom-com jockey? JT mused aloud.
No, youre a civ, Stevens shook his head, turning his back on JT. Dont go getting
delusions of grandeur. How do you plan on getting them to the bridge? It was almost wall-towall in the barracks; Christ knows how youre planning on getting through there. Better
weapons are one thing, but its best not to get too cocky.
What about the airshafts? Move a squad through the vents, up the ship and directly into the
bridge. Itll take some time
We got the shafts sealed off before it all kicked off, Stevens shook his head. Keep those
things confined as much as we could. At least, that was the theory behind it all. Didnt take
into account the resourcefulness of the bastards.
Sound enough theory. Wouldve done the same thing myself, Green nodded his head.
Limits our options in getting to the bridge, though. Anyone feel like a skin-crawl?
Three miles of ship hull and open space doesnt sit well with me, Stevens shook his head,
knowing that although some of the men there would be able to do a spacewalk, there would
be others who couldnt. I wouldnt like to see the vom-coms slip into an enviro-suit, too. Poor
bastards wouldnt know what to do in hard vacuum without a cockpit surrounding them.
So weve secured a beachhead with nowhere to go, Green nodded. Interesting. Ask that
pilot if theres any other way he knows of to get into the bridge: any way we can get those
vom-coms through.
No way through, JT shook his head: hed been eavesdropping on the conversation
between the corporal and the gunnery sergeant, and couldnt help but blurt his answer out
without being invited to throw in his response. But I mean, theres more than just one way
to skin a cat, you know what I mean?
Not sure I do, civ, Green shook his head.
Youre wanting to turn us around, get us back to Gamma where we can get deloused or
whatever to get rid of these things. All Im saying is, the bridge isnt the only way to move this
craft.
Do I have to beat this out of you?
Engineering, JT shook his head as he returned to the admin office of the hangar. Green
and Stevens followed closely behind him as he booted up the terminal there, accessing the
schematics of the lower decks of the hydroponics deck. He highlighted one section of the
decks, zoomed in, then stabbed a button that generated a three dimensional representation

ALIENS BLOOD
PAGe 38

of the ship. The shuttle bay they were currently in flashed red, and a beam of light the same
colour snaked through the layout to a large chamber near the rear of the craft. We can get to
the engineering deck from here. Minimal controls as far as navigation goes, but we can get
there and shut down the main engines, slam on a little reverse thrust to bring us to a
complete stop. From there hell, I dont know, maybe some kind of tractor beam or tug to
pull us back, at least until we can get back into the bridge.
And you can get us to engineering from here?
Conduits, access tunnels, small service corridors. Im not saying its going to be a
cakewalk, but itll be easier than trying to fight our way through those things, weapons or not.
And where do we come out? Stevens asked, warily eyeing the route as he rotated the
hologram. Engineerings a big place.
Control buffers are on the first sub-level of the engineering deck, but were on the lowest
level, well come out at the bottom of the Inferno: well have to make our way up.
Thats not good, Stevens shook his head. The first guy who went missing, who I assume
was the first person to be infected by one of those spider-things, they found him on the
outskirts of the Inferno. Wherever these things came from, its slap bang in the middle of
there.
Like demons from Hell, Evelyn nodded her agreement, standing at the doorway to the
admin office. The spiders make the snakes and the snakes grow and grow and mature.
What shes saying makes sense, Stevens nodded, despite the dirty look Green was giving
her. Shes the first person aboard that encountered these things, and I think shes right:
everything seems linked, it just sounds crazy. I dont like the idea of marching into the middle
of what could be a hot-zone just to turn off the engines. Isnt there any other way to get to any
other controls?
JT shook his head slowly. When youre pulling as many late shifts as I do, theres not much
to do other than read a lot. The only reason I know about this little trick is its in one of the
operational manuals. If we ever get boarded by a raider party, we slam the brakes on and
disable the ship until we get picked up by a Marine rescue party.
Then weve got no choice, Green shrugged his shoulders. Taking vom-coms through
service tunnels or teaching them how to space-walk: I know what Id rather do. That proximity
to the reactor and engines, what are we looking at by way of collateral damage? A stray shot
or anything like that.
Can your rounds punch through the hull of this craft? JT asked, motioning vaguely to the
weapons they carried. The casing around the reactor cores more than twice as thick as that,
theres a lot of power in there that has to be contained.
A grenade wouldnt dent the hull: we should be fine with our rounds. Doesnt mean we
need to go nuts, well check our targets.
There could be people down there, too, Stevens warned. They took the injured alive, and
if theres any chance we can save them, then I want to make sure we do just that. And if its
too late then theyre better off dead.
Not sure I follow, Green absentmindedly thumbed three grenades into the launcher
attached to his rifle before hauling back on the heavy slide, snapping a round into the breech
with a satisfying ratchet sound.
Theres these spider things, we found one in the lift attached to some poor bastards face.
We pulled it off, and it sprayed him with acid, killed him outright. If we left the spider on him, it

ALIENS BLOOD
PAGe 39

would have put a serpent-like creature down his gullet, which would eventually tear its way
out of his rib cage. This much weve seen evidence of, and when they stormed the barracks,
those creatures made a point of pulling away the injured: not taking them out to eliminate a
potential threat, but removing them from the battle. Why? I can only assume its to let more of
those spiders get to them, to make more serpents.
Now youre making as much sense as the retard doctor there, Green snorted before his
jaw was rocked by a brutal punch, his head slamming to one side and bouncing off the wall
as JT squared off against him, more than ready to throw another punch if the need arose.
Stunned by the blow, Green staggered back a little, his weapon clattering to the desk as it fell
from his hands. An entourage of Marines appeared behind him, weapons drawn and pointing
at JTs chest, but Green waved them back from the confrontation.
Got some balls, civ, he glowered.
Promised a Marine a long time ago Id keep an eye out for Evie, and Ive laid out bigger
men for less than what you just called her. Try doing something like that again, JT growled,
the sudden change in his character more than startling: Stevens was a surprised as anyone
else, and noted that Evelyn was just as taken aback by his reaction. Go on, I fucking dare
you.
Green stood stoic before JT, rubbing at his jaw, then called over his shoulder.
Give this ballsy fucker a weapon. Civ just offered to take point when we go through to
engineering.

ALIENS BLOOD
PAGe 40

WEAPONS AND EQUIPMENT


The USCM has a large array of weaponry available to it, though understandably they wont
always be able to access all their weapons and equipment. The table below provides details
of the basic USCM weapons, along with a selection of none-standard customisable weaponry
that may be available to mercenaries and private military corporations that may be under the
influence of Weyland-Yutani or any other corporate hit squad, task force or security detail.

M aIN W eapon s
WEAPON

RANGE

DAMAGE

CAP

EV

COST

AVAL

M4 1A PUL SE
RIFLE

10 / 25 0 /5 0 0/ 10 0 0/ 2 10 0

D6x5 ( 15)

95

10 / 5

$3 5 00

M5 6 SMA RTGUN

15 / 40 0 /8 0 0/ 15 0 0/ 2 10 0

D6x5+ 5 (2 0)

40 0

26 / 13

$9 0 00

M2 40
INCINERAT O R

3/ 7 /1 2 /3 0/ 5 0

SEE DE SCRI PTION

8/ 4

$2 0 00

M4A 3 PIST OL

3/ 1 0/ 2 5/ 50 / 15 0

D6x4 ( 12)

12

1/ 1

$5 0 0

10 / 50 / 30 0/ 6 00 / 10 0 0

(D10x 2 2)+2 0(1 3 0)

30

24 / 12

$5 5 00 0

3/ 1 0/ 1 5/ 20 / 30

D8x8 ( 32)

10 / 5

$2 0 00

4/ 1 0/ 3 0/ 70 / 13 0

D8x3( 1 2)

18

1/ 1

$7 0 0

10 / 20 0 /4 5 0/ 80 0 /1 7 00

D6x4( 1 2)

60

12 / 6

$2 0 00

10 / 50 0 /1 2 00 /2 4 00 / 35 0 0

D6x6+ 1 0 ( 2 8)

15

16 / 8

$4 5 00

13 / 30 / 60 /1 5 0/ 4 00

D6x4 ( 12)

30

8/ 4

$3 0 00

AS SHEL L

AS SHEL LS

10 / 5

$2 5 00

AS SHEL L

As SHE LL S

12

14 / 7

$3 0 00

LASE R PI STO L

4/ 1 5/ 3 0/ 10 0 /2 0 0

D6x5 ( 15)

20

1/ 1

$3 5 00

M4 1A AUG

10 / 30 0 /6 0 0/ 12 0 0/ 2 50 0

D6x5 ( 15)

25 0

20 / 10

$3 0 00 0

UA SENT RY GUN

SEE DE SCRI PTION

SEE DE SCRI PTION

M7 8 PHA SED
P.I.G.
F-48 DOG
CH OP PE R
W-Y 8 8 MOD 4
COM BAT PISTO L
NSG 2 3 A SSAULT
RIFLE
M4 RA BATT LE
RIFLE
M3 9
SU BMA CHINE GUN
Ms7A 2 PUM P
SH OTGUN
MK2 21 TA C
SH OTGUN

ALIENS BLOOD
PAGe 41

M41a P ulse R ifl e


The workhorse of the United Systems Colonial Marines, this rifle, produced by Armat
Battlefield Systems, fires M309 caseless 10x25mm rounds. This ammo has been specially
designed to penetrate armour and explode after impact, creating a combination round that
acts like an armour piercing round and a hollowpoint round in one (see AFMBE Core
rulebook page 105). It can be fired in short bursts of 4, or in fully automatic mode. This
weapon is also customisable in many ways, proving itself to be a versatile assault rifle that
can be employed in a number of different situations.
U1 30mm Grenade launcher: Fited as standard to most rifles, this is able to take a number
of different rounds, detailed in the grenades section later in this chapter (page 54).
U7 Tac-Shotgun: Replacing the underslung grenade launcher with a shotgun attachment,
this mount is ideal for close-combat situations. It takes standard 12-guage shotgun shells of
any variety, as detailed in the Shells section (page 49).
U4 Firebomb: Ideal for clearance or control missions, this attachment launches a projectile
similar to the improvised Molotov, though it is formulated from special chemicals that burn
fiercer and longer, lasting for D12x3 (18) turns. The flames can only be extinguished through
smothering it, as water only serves to spread the fire.
M5 Extended Marine: A larger magazine means more firepower, and the M5 provides just
that: a large box that fits to the magazine receiver of the rifle, this is specially designed to
increase capacity by 100 rounds, though in doing so it increases the EV of the rifle to 12/6.
S6 Reflex Sight: Replaces the iron sights with a fixed ring and red-dot system, making it
easier to pinpoint and place accurate shots. This attachment grants +2 to targeting tasks.
Laser Targeting System (LTS): Replaces the traditional iron sights with a laser dot to aid
targeting. Unlike previous versions of this sight, the laser is not always turned on, only
becoming active when the trigger is nudged slightly. This grants +3 to targeting tasks.
MOUNT

RANGE

DAMAGE

CAP

EV

COST

AVAL

U1 G RENA DE
LAUNCHE R

10 / 50 / 18 0/ 3 00 / 40 0
(unless sta t ed o th erw is e)

AS G RENA DE

U7 TA C-SHOTGUN

AS SHEL L

AS SHEL L

U4 FI RE BOM B

5/ 1 5/ 3 0/ 70 / 10 0

D10 PE R TU RN

M56 S martgun
The primary light support weapon of the USCM, the M56 is a robust weapon that the
operator wears rather than carries. Equipped with an IR sensor near the muzzle of the
weapon, this feeds information into the compacted computerised targeting system in the
armoured chest plate of the operator, which in turn helps move the weapon through a
hydraulic support arm, giving it some degree of self-targeting. This weapon benefits from the
Self-Aiming quality as seen in All Tomorrows Zombies page 46.
The weapon fires 10x25mm M240 rounds, which can have their fuse settings altered,
allowing them to be set up for Anti-Infantry settings to explode on contact (Hollow Point
damage) or Delay (Armour Piercing, then normal bullet damage after). As with the pulse rifle,
this can fire in 4-round bursts or fully automatic.

ALIENS BLOOD
PAGe 42

M240 I ncinerator
The M240 is a man-portable incinerator in a carbine-format, ideally suited for close-combat
situations. Its maximum range of 30 meters can be almost doubled my raising the muzzle 45
degrees while firing and projecting the flammable gel in an arc, assuming standard 1-G
gravity. This gel burns for thirty seconds, dealing D4x2(4) points of Fire damage per turn.
Different atmospheres may make this weapon more or less effective, depending on the
oxygen content.
The fuel tank holds enough fuel for a total of 30 seconds of sustained use. Many Marines
dislike this weapon as the flickering flame can often present them as a target for an enemy
sniper, and the fuel reservoir is particularly susceptible to small arms and shrapnel.
Destruction of the fuel reservoir will inflict the same damage as a pipe bomb, using the
person operating the weapon as ground zero.

M4A3 P ISTOL
The standard sidearm of a marine, the M4A3 is a basic semi-automatic handgun that can
only be fitted with a small number of additions, though its use in the field of combat is very
limited due to its relatively weak performance.
Laser Dot Target: An LED targeting system fitted beneath the barrel of the weapon, this
device adds +1 to targeting tasks.
A27 High Velocity: This modification to the pistol feeds back some of the gas discharged
from a round instead of venting it, increasing the damage multiplier by one but increasing the
penalty for each cumulative shot by one also.
9mm Ball: A standard rimless straight round, this is the M4A3s standard ammunition and is
ideally suited for soft targets.
M901 Breaker: An enhanced round made from a solid core encased in resin, this is a
simple armour piercing round for use in the handgun.

M78 P Ha SED P lasma I nfantry G un


A powerful and portable anti-armour weapon system, the PIG consists of 2 parts: the power
pack and the gun itself, interconnected by a loop of heavily insulated wire.
It fires vaporised pellets fed from its magazine, and has been known to be able to penetrate
the armour of an APC from 1,000 meters. Because of the size and the fact this weapon
comes in two parts, this weapon automatically enforces medium encumbrance.

F-48 D OGCHOPPER
A heavily modified pump action shotgun created by Armat Battlefield Systems, this weapon
is enhanced and reinforced so it can be loaded up with standard M108 Canister rounds,
though some low enforcement agencies have been known to use M230 baton rounds for
large scale crowd control.
Though this weapon is nothing more than a stand-alone U1 Grenade Launcher, it can not
be used with any other grenades. Trying to do this should result in cataclysmic and dire
consequences for the operator, with the results being left in the hands of the ZM.

ALIENS BLOOD
PAGe 43

W-Y88 M OD 4 C ombat P Istol


The W-Y88 Mod 4, typically referred to as a combat pistol, is a 9mm, 18 round semiautomatic manufactured in bulk by Weyland Yutani and readily available to most mercenaries
on the corporate payroll without any questions asked. More powerful than the M4A3, it can
take the following enhancements.
C43 Extended Magazine: An additional 6 rounds in the magazine could be the difference
between life and death: This extended magazine provides just that.
S91 Dot Reflex Sight: A fixed ring and red-dot targeting system mounted on the top of this
weapon, this attachment makes aiming a little easier and grants +1 to targeting tasks.

NSG 23 a ssa ult R IFLE


A basic assault rifle manufactured by Weyland-Yutani, the NSG isnt as powerful as the
pulse rifle, though like its USCM counterpart it does have a number of different add-ons and
available to mount on it. It fires in 3-round bursts with each trigger depression.
ID23 Incineratior: Rumours of civilians modifying military hardware can be the inspiration to
some unlikely pairings, and this is one such setup: a pressurised canister containing a
fuel/magnesium compound with a range of 8 meters. The
H34 Frag Rounds: Firing small 15mm rounds specially made for close assault; the
explosive rounds for this particular mounted weapon are designed to detonate on contact,
concentrating the damage on the point of impact itself.
AF13 Shotgun: Similar to the U7 Tac-Shotgun, this mount provides an ideal solution for
close-quarter conflict with the NSG 23. Able to use a wide variety of shells (See page 49).
S91 Dot Reflex Sight: As with other weapons, the iron sights are replaced with a fixed ring
and red-dot system, granting +1 to targeting tasks.
2x Telescopic Zoom Sight: A telescopic sight offering 2x magnification, this addition offers
a +1 to targeting tasks over long distances.
SR4 Burst Fire Modifier: An enhancement on the internal firing mechanism of the rifle, the
replacement parts allow the weapon to be fired in controlled bursts of 5 rather than three.
Similar to the burst fire rules in the AFMBE Rulebook page 102, One success level in attack
results in the first round hitting, the second level of success results in 3 rounds striking, and
the third all 5 rounds hit target.
MOUNT

RANGE

DAMAGE

CAP

EV

COST

AVAL

ID23 INCINE RAT OR

1/ 2 /4 / 6/ 8

D8 ( 4) PE R TU RN

H3 4 FRA G ROUN D

10 / 15 / 40 /6 0 /1 0 0

D10x 4 (2 0)

AF-13 SH OTGUN

AS SHEL L

AS SHEL L

M4ra B attle R Ifl e


The M4RA is a long-ranged, scoped rifle in a bullpup configuration, firing an A19 high
velocity round designed specifically for sniping. Designed and built by Armat Battlefield
Systems, it uses a number of components and add-ons available for the M41A. This weapon
is often employed as the secondary weapon of the USCMs infantry.

ALIENS BLOOD
PAGe 44

U1 30mm Grenade launcher: Fited as standard to most rifles, this is able to take a number
of different rounds, detailed in the grenades section later in this chapter (page 54).
U7 Tac-Shotgun: The addition of a shotgun attachment to make up for the lack of closerange combat, this mount takes standard 12-guage shotgun shells of any variety, as detailed
in the Shells section (page 49).
Prox-Mine Launcher: This fires a modified M40 grenade that will adhere to most
substances and detonate when an unidentified target moves within a 1-yard radius of the
device. Ideally used in a defensive manner, it can also be used in an offensive manner if
pushed, as the mines can and will stick to organic material as well as inorganic material.
S4 2x Telescopic Sight: A telescopic sight offering 2x magnification, this addition offers a
+1 to targeting tasks over long distances. This comes as standard on the M4RA
S11 Variable Sight: An enhanced scope that offers variable levels of magnification, this
device can provide bonuses depending on the level of magnification as follows:
X2 = +1,
X3 = +2
X4 = +3
Smart Target Scope: A specially developed scope, this device can detect motion and
targets through micro-changes in air density, but can also use its built-in IFF computer to
identify and target enemies.
MOUNT

RANGE

DAMAGE

CAP

U1 G RENA DE
LAUNCHE R

10 / 50 / 18 0/ 3 00 / 40 0
(unless sta t ed o th erw is e)

EV

COST

AVAL

AS G RENA DE

U7 TA C-SHOTGUN

AS SHEL L

AS SHEL L

PROX-MINE
LAUNCHE R

5/ 1 5/ 3 0/ 70 / 10 0

AS M4 0 HIG H
EXP LO SIVE

M39 S ubmachIne G un
The M39 is a submachine derivative made by Armat Battlefield Systems, and is used
primarily by USCM while policing or guarding civilian areas. Its lack of penetration makes it
an ill-advised choice against armoured targets, though its use in urban situations or high-cost
areas where collateral damage is to be kept at a minimum ensures a lack of damage or
innocent causalities. The weapon has a high rate of fire, meaning it can only be fired in fully
automatic and almost impossible to squeeze off a single round. As with other weapons, this
weapon comes with a small number of additions.
M3 High-Cap magazine: An ammo box made from a light alloy, this extended magazine
adds an additional 20 rounds to a magazine.
A4 Stock: A fixed stock that can easily be fixed to the rear of the weapon, this addition adds
extra stability to the weapon, giving it a +2 to targeting tasks.
S6 Reflex Sight: Replacing the iron sights with a fixed ring and red-dot system, making it
easier to pinpoint and place accurate shots. This attachment grants +2 to targeting tasks.
Laser Targeting System (LTS): This replaces the traditional iron sights with a laser dot to
aid targeting. This laser target remains active at all times, acting as a potential telltale to
enemies. This grants +2 to targeting tasks.

ALIENS BLOOD
PAGe 45

M37a2 P ump S HOTGUN


Able to use a wide variety of shotgun shells as noted on page 49, this weapon created by
Armat Battlefield Solutions is a combat shotgun based on a tried and tested method that is
decades old: an internal magazine tube able to hold a number of shells, and a sliding pump
mechanism that ejects a spent casing while making space for the next round. As with most
other weapons, this can have a number of modifications applied to it.
B3 Barrel Choke Tube: An extended barrel that keeps the spread of pellets tighter,
therefore allowing the maximum range of any type of shell to be increased by 20 meters.
C8 Custom Loading Port: Enhanced internal workings in the magazine tube and ejection
port of the weapon make it easier to load the weapon. This allows the reloading of shells two
at a time, making it more efficient in combat.
S7 Alloy Iron Sights: A lighter, more durable targeting system than the basic one that
comes as standard on this weapon, this provides +1 to targeting tasks.
Laser Targeting System (LTS): This replaces the traditional sights with a laser dot to aid
targeting. This laser target remains active at all times, acting as a potential telltale to
enemies. This grants +2 to targeting tasks.

MK221 T ac S HOTGUN
A self-semi-automatic shotgun constructed from heat-resistant alloys, the structural integrity
of this weapon means that it is able to fire multiple shots in rapid succession. This comes as
standard with a second shotgun mounted beneath it, enabling it to carry 2 different types of
ammunition at the same time. This second chamber is normally loaded with 21S Arc Rounds,
providing a stun-capability to the weapon, though this can be obviously be loaded with
alternates shells. This mount can also be replaced with an alternative mount or other
customisations as listed below.
H34 Frag Rounds: Firing small 15mm rounds specially made for close assault; the
explosive rounds for this particular mounted weapon are designed to detonate on contact,
concentrating the damage on the point of impact itself.
R2 Recoil Dampening Stock: A fixed stock that can easily be fixed to the rear of the
weapon, this addition adds extra stability to the weapon, giving it a +1 to targeting tasks.
C47 Box Magazine: Instead of being fed fresh shells one at a time into the internal
magazine, this box is used as a replacement, meaning reloading can occur almost
instantaneously.
S91 Dot Reflex Sight: A non-magnifying target that sits on the top of the weapon, this reddot aids in quick-target acquisition, providing a +1 to targeting rolls.
L14 Laser Targeting System: This replaces the traditional sights with a laser dot to aid
targeting. This laser target remains active at all times, acting as a potential telltale to
enemies. This grants +2 to targeting tasks

L aser P Istol
Not all weapons are designed specifically to inflict damage: some are actually originally
meant to aid repairs, and these classic laser pistols are just such a device.

ALIENS BLOOD
PAGe 46

Utilised by blue collar flight crews operating in deep space with no specific weapons or
armed escorts, these tools were often worn on the waist in quick-draw holsters, and have
also known to be employed, in one role or another, by Colonial Marshals on distant outposts,
where weapons arent always as available, whereas a tool such as this cutter may be.
These energy weapons are armour-piercing by nature, however this can also make them a
danger in the confines of a sealed spaceship environment as the vacuum of space may only
be a poorly-aimed shot away.

M41a a ug
An enhanced design borrowed from a failed experiment in weapons modification, this
weapon is only used by someone with a high strength (5+) due to its weight and cumbersome
nature. Taking the body of a regular M41A, its magazine has been replaced with a large
ammo box containing a belt of 250 standard M309 rounds, linked together in a belt feed
made from disintegrating chain links.
Its rate of fire has been increased to just fully automatic, but it has the muzzle brake of an
M56 Smartgun grafted to the end to counter some of the recoil. As well as this, it also comes
with a miniaturised motion tracker attached to the side. This provides a +3 bonus to targeting,
and its positioning allows the user to keep their attention on both the tracker and the targets
of the gun at the same time, unlike using a tracker and a rifle independently. Because of the
modifications this weapon has gone through, the underslung U1 cannot be used in
conjunction with the riffle, its slide is only used as an additional handhold for the weapon.

ALIENS BLOOD
PAGe 47

Ua S entry G un
A fully automated weapon often used to hold positions or guard high-security areas where
manpower isnt available or the environment is cramped, this weapon is easily assembled
and activated in less than two minutes, though each unit will require a Hackpack V1. Laptop
(See page 57) to operate. They can identify, track and open fire on any target not emitting an
IFF frequency, though this function itself can be overridden if required. Each weapon has a
60 degree cone of firing, and it is not unusual that these weapons be set up in pairs or
greater to overlap these fields of fire.
These weapons have 4 different weapon types that can be mounted to the frame and
targeting system. The UA-571-C mounts a pulse-action machinegun firing M250 10mm
HEAP rounds, fed from an external box magazine. The UA-571-D variant mounts a 20mW
HF laser, providing a strong defence against armoured vehicles, while the UA-571-F model
incorporates a 40mm grenade launcher, more suited for long-range destruction. The lesserused UA-571-N mounts a pair of flamethrowers on the targeting platform. This is primarily
used against wild animals as a deterrent more than anything.
MOUNT

RANGE

DAMAGE

BLAST ZONE

CAP

AVAL

UA-57 1-C

10 / 30 / 20 0/ 5 00 / 10 0 0

(D6x5)+ 5 (2 0)

N/A

50 0

UA-57 1-D

15 / 40 / 10 0/ 5 00 / 15 0 0

D10x 2 0 ( 1 00) *

10 0

UA-57 1-F

30 / 70 / 15 0/ 3 50 / 50 0

D6x1 0 (3 0)
D6x8 ( 24)
D6x4 ( 12)

80

UA-57 1-N

3/ 8 /2 0 /4 0/ 6 0

D8x2 ( 8)

60

*Armour piercing.

ALIENS BLOOD
PAGe 48

2
6
10

C USTOM S HOTGUN S HELL S


SHELL

RANGE

DAMAGE

COST / QUANTITY AVAL

RMT SPECIAL ENHANCED

10/20/40/80/100

D10x6 (30)

$300

100

KT BREACHING ROUND

1/2/3/4/5

D12x5 (30)

$300

10

M98 HARDSHOT SHELLS

5/12//20/30/45

D10x6 (30)

$250

10

R1 FLACHETTE LOAD

10/20/35/60/130

D8x6 (20)

$200

10

RZ-3 SCMITR LOAD

5/10/30/50/95

D12x8 (48)

$300

10

MM8 ROUND

5/10/20/40/60

SEE DESCRIPTION

$150

ID16 INCENIDIARY SHELLS

10/30/50/60/100

D8 (FIRE)

$500

10

M218 BATON ROUND

3/6/10/15/20

D10x3 (15) *

$150

10

(IF POINT BLANK)

D12x5 (30)

BML SHELL

5/10/20/40/80

D10x8 (40) **

$600

B15 TIMED EXPLOSIVE

10/20/40/80/100

D12x5 (60)

$500

S11 EXPANDING SHOT

8/16/30/50/80

D8x5(20)

$300

10

21S ARC ROUND

3/8/16/40/75

SEE DESCRIPTION

$400

RMT S PECIAL E NHAN CED


Real Munitions Techs market standard shell for combat shotguns and mounts, this is a
beefed up plastic cased shell packed with a strong chemical propellant, these shotgun shells
have a greater range and pack more of a kick than a standard 12 gauge shell.
These shells have the same targeting modifier as normal buckshot (see AFMBE page103).

KT B REA CHING R OUN D


Kal-Techs Breaching Round is a heavy solid slug designed with the sole purpose of
breaching locks or hinges or armoured doors, this thick projectile doesnt have much of a
range, though it can pack a considerable punch and can cause lethal damage if fired at a
living target. This slug is designed to cause maximum damage on impact, before shattering
into a relatively harmless powder.
These special rounds negate all armour values of normal locks, and half the armour value of
any reinforced locks, before inflicting damage as a normal hollow-point round would on a
living target (see AFMBE page 105). Their range is seriously compromised by their design.

M98 H ARDSHOT S HELLS


A regular shell with the normal buckshot replaced with a combat-ready load of ball bearings,
the M98 is designed to take the stopping power of a bullet and mix it with the spread of a
shell, leaving a spray of pellets that can punch through toughened or synthetic materials
before delivering their damage.

ALIENS BLOOD
PAGe 49

Essentially armour piercing pellets, these shells have a decreased range but act like the
armour piercing bullets noted in the AFMBA core book (page 105), but have the added
targeting bonus of a normal load of Buckshot.

R1 F LACHETTE L OAD
These rounds are designed specifically as anti-personnel munitions, employed to penetrate
most body armour (excluding Class III and IV) and inflict damage on the soft target beneath.
Each shell normally holds around seven or eight of these nails with tails.
Halving the armour value of leather or cloth armour, the barbed darts will stick and bore
their way into flesh, causing slashing/ stabbing damage upon penetration. A trained medic or
doctor can only remove them. They are designed to minimise spread, meaning they have no
target modifier when aiming.

RZ-3 S CMITR L OAD


A military round that evolved from the R1, this is designed as an aid to close-quarters
assault weapons, taking the flachette rounds of the R1 and replacing darts with slivers of
toughened, razor-sharp metal slivers. Though replacing the darts with heavier loads may
reduce the distance, it does cause greater damage upon piercing the armour.
Shaped pieces of sheet metal, the curved fins of these developed darts to allow for some
spread, granting +1 bonus to targeting, and heavier RZ-3 rounds are armour piercing for all
types of personnel armour, causing slashing/ stabbing damage upon penetration.

MM8 R OUN DS
Sometimes killing or maiming a target is not an option, and its necessary to debilitate a
large crowd with minimum bloodshed: The MM8 is the answer to that problem.
These 12 gauge cartridges are filled with a mixture of micronised CS gas, an inert powder to
add weight and a secondary powder, which produces carbon dioxide to aid the spread. The
gaseous product of this shell discharging is enough to fill a room 10ft x 10ft x 8ft, filling the
area with a thick, choking gas.
Although this shell does no damage as such, the airborne irritant is enough to evoke a state
of blindness on targets within the cloud, which inflicts Total Darkness (see AFMBE page
102). Because of the affects of the tear gas, this affects all senses, and not just vision.

ID16 I n cen dIary S HELL S


Nothing short of a napalm shell for a shotgun, this round is a pyrotechnic cartridge loaded
highly combustible powder that, when fired, can ignite a jet of flames up to 300 foot in length
which burns for 5 seconds.
These shells are not suitable for use in semi-automatic shotguns, as not only do they not
provide enough recoil to cycle the next round, causing a jam, but also because of the delay in
the fire extinguishing it would be a hazard to the operator to eject the spent casing until the
flames have completely died.

ALIENS BLOOD
PAGe 50

M218 B A TON R OUN D


Similar in principle to the M208 Baton Round that is used in an underslung grenade
launcher, this smaller variant is also known as a Beanbag round: a low-velocity, soft cloth
pouch filled with an ounce and a half of lead shot designed to incapacitate hostile targets
without causing any lasting damage. Damage from these rounds is taken off lifepoints, unless
Endurance rules are used.
These rounds are not without their casualties, however: one death a year is reported
through use of these baton rounds, proving that even safety bullets are not 100% safe: when
employed at point-blank range, the damage caused can potentially be life-threatening

BML S HELL
An abbreviation of Bi-Monofilament Loaded Shell, this particularly nasty round has been
made illegal in many colonies across the known systems, though can normally be found in
isolated outposts that tend to be on the darker side of the law. The rounds themselves cause
lethal damage as it contains two shaped lead slugs moulded onto a length of chemicallyresistant monofilament surgical steel which. When fired, the weights separate and pull the
wire taut, creating a flying blade: these dangerous rounds can potentially amputate or
decapitate a target.
Similar in theory to ancient hunting weapons named Bolas, these rounds have a limited
range, but massive potential for damage and carnage. When working out amputation and
decapitation, see AFMBE core book, page 104.

B15 T IMED E XPLOSIVE


A specially devised round that acts much like a grenade on a smaller scale, this shell
detonates on impact with its target, providing it is further than 3 meters from the operator.
Using a shaped charge to focus the detonation on the point of impact only, it doesnt lose any
of its explosive energy in an expanding blast zone, and causes maximum damage upon
impact: halving armour values and tripling internal damage.

S11 E xpandIng S hot


An anti-personnel round, this is a solid slug used in a shotgun that softens and mushrooms
on impact, causing devastating damage to organic material.
The round itself offers no targeting bonus because of its solid, bullet-like nature, and any
armour doubles in value against it, but its specially designed structure quadruples damage
against flesh, making this a specially adapted hollowpoint round.

ALIENS BLOOD
PAGe 51

21S A RC R oun d
This specialised round of a shotgun shell is designed primarily to deliver a large electrical
charge, which deals D8 x6(24) points of electrical damage to robots not properly insulated,
electronics and electrical systems, and any creature that may be heavily reliant on bioelectrical signals for hunting or living. Impact on a human will cause the damage to a targets
Endurance points, and stun them for D4(2) turns.

I solated W ea pons
Weapons are normally reserved for the use of specially-trained personnel in and around the
fleet, however thats not to say that other weapons arent available elsewhere in the average
craft. Tools can be modified to fulfil roles different to their original designs, and in the depths
of an engineering deck, less-powerful weapons may also be found: entertainment for 14-hour
long shifts in a noisy environment where make-shift target ranges are set up using low-impact
ammo and toughened bulkhead plates.
WEAPON

RANGE

DAMAGE

CAP

EV

COST

AVAL

.35 7 REVOL VE R

4/ 1 5/ 3 0/ 90 / 18 0

D8x4( 1 6)

1/ 1

$1 0 00

JURY RIGGED
FLAMETH ROWE R

10 / 15 / 20 /2 5 /3 5

D4x2 ( 4)

20 / 10

$1 5 00

BOL T GUN

1/ 2 /3 / 4/ 7

D10x 8( 40)

16 / 8

$1 0 00

MODEL 3 7-12
SH OTGUN

As SHE LL S

As SHE LL S

8/ 4

$1 2 00

STUN BAT ON

MELEE

D12 *&

2/ 1

$3 0 0

MAINTENANCE JACK

MELEE

D12x( Str engt h+1) *@

4/ 8

$$1 5 0

.357 R evolver
Long-haul journeys arent always the most thrilling for the engineers and technicians that
have to work long shifts in the bowels of the ship. Its not uncommon for someone to smuggle
aboard an old fashioned revolver, load it up with a handful of hand-pressed ammunition, and
set up a makeshift target range. Using soft hollowpoint rounds to ensure theres no ricochet
to injure the shooter or the equipment around it, it would be an ideal weapon against soft
targets, but anyone or anything armoured may fare better against this weapon.

J ury R Igged F lamethrower


Built from scrap, conduits and a host of sensors and modules, this home-made weapon isnt
as reliable as the standard M240, though its impressive and expansive firing arc can certainly
act as a deterrent, especially in the close-quarters of an engineering deck or airshaft.
This weapon fires dry: unlike the M240 which depends on a thick flammable gel, this
weapon uses a propane mix which will not stick or continue to burn upon contact, unless the
target is wearing flammable material or is covered in a fuel or accelerant itself. As with the
M240, the fuel reservoir of this weapon is also its weak point, though because of its jury-

ALIENS BLOOD
PAGe 52

rigged qualities and the fuel content being different, it will only cause the same damage as a
bounding fragmentation round on destruction (page 54)

B olt G un
A tool than can easily be weaponised given the right incentives and materials, this bolt gun
is originally designed for repairs and fixing bulkheads and hull patches in to place. By
keeping the safety head pulled back and the unit overpowered, it is possible to convert the
tool into a ranged weapon.
The ammunition is a standard rivet, not the most aerodynamic of rounds, but the bolt will act
as an armour-piercing round. This weapon will take three seconds to charge before firing.

M odel 37-12 S hotgun


A model 37, 12 gauge shotgun, this old weapon would normally be found along the .357 in
a home-made targeting range. Normally loaded with normal birdshot or buckshot, again to
avoid ricochet, its likely that this weapon could take some of the more advanced shotgun
shells noted on page 49, however doing this may put the weapon under strain, and require
repairs or modifications on it to keep it running over an extended period of time.

S tun B aton
Similar in build to a cattle prod, this device is normally used to test-fire battery packs
embedded within machinery and away from arms reach by directing a concentrated charge to
its tip. Powered by a replaceable battery cell in the insulated handle, this is able to deliver
damage directly to Endurance points and simultaneously stun a target for D6 (3) turns.
Damage inflicted is tripled if applied to an unshielded electronics source or an android with
poor or damages insulation.

M aIntenance J ack
An enlarged wrench that is the staple tool of a well-prepared engineer, this can be used to
activate or deactivate magnetic door locks, divert power using junction boxes, and at a pinch,
swing it from side to side like the giant wrench it is and use it to stove in the head of any
would-be assailant.
Because of its size, when used as a weapon this must be used two-handed.

ALIENS BLOOD
PAGe 53

Grenades + ExplosIves
TYPE
M4 0 HIGH
EXP LO SIVE
M3 8 Hi-Ex
AP
M1 08
CANIST ER

RANGE
AS G RENADE LAUN CHE R

A S G RENADE LAUN CHE R


3 / 10 /1 5 /2 0 /3 0

M2 03 BATON 3 / 5/ 10 / 15 / 25
M6 0 WHITE
PH OSP HO R
M7 2A1
STA RSHE LL
M5 1A
BOUNDING
FRAG

AS G RENADE LAUN CHE R

DAMAGE

BLAST
ZONE

D6x6 ( 32)
D6x4 ( 16)
D6x2 ( 8)
D6x1 0 (3 0)
D6x5 ( 15)
D6x2 ( 6)

1
3
6
1
3
6

EV

COST

AVAL

1/ 1

$2 0 0

1/ 1

$2 5 0

B8x 8 (3 2)

1/ 1

$1 0 0

D10x 6 * ( 30)

1/ 1

$5 0

1/ 1

$3 0 0

1/ 1

$2 0

1/ 1

$4 0 0

12 / 6

$3 0 00 0 R

2/ 1

$2 0 0

SEE DE SCRI PTION

15

SE E DE SCRIPTION
AS G RENADE LAUN CHE R

D6x8 ( 24)
D6x4 ( 12)
D6x2 ( 6)
(D10x 2 8)+1 0 (1 50)
(D10x 1 4)+1 0 (8 0)
(D10x 5)+ 10 (3 5)
D10x 6 (3 0)
D10x 4 (2 0)
D10x 2 (1 0)

1
3
6
5
10
15
2
4
10

M8 3A 2
SADA R

50 / 15 0 /5 0 0/ 80 0 /1 0 00

PIPE B OM B

AS T H RO WN

EMP MINE

AS T H RO WN

SEE DE SCRI PTION

10

2/ 1

$1 5 0

AS T H RO WN

D6x2 ( 6) p er t ur n

2/ 1

$5 0

A S TH ROWN

SEE DE SCRI PTION

20

2/ 1

$7 5

A S TH ROWN

SEE DE SCRI PTION

50

3/ 2

$1 0 0

MOLOT O V
CO CKTAIL
SMO KE
BOM B
NOISE
MAKER

M40 H Igh E xplosIve


A simple and straightforward shrapnel grenade, this can be used either in a U1 underslung
grenade launcher that several weapons can have fitted, or thrown by hand. Throwing the
grenade after priming it will result in a detonation after 5 seconds.

M38 H I- E x a p
The M38 is designed exclusively for breaching armour, detonating on impact. The armour
value at Ground Zero is thirded, while in General Effect it is halved.

ALIENS BLOOD
PAGe 54

M108 C anIster
Essentially a giant shotgun round, the M108 is a 30mm casing filled with heavy shot and a
powerful propellant. The spread of the shotgun-effect weapon grants a +2 to targeting tasks.

M203 B aton
A special type of ammunition intended for non-lethal use, this is a low-velocity plastic
projectile designed to incapacitate or disable an unprotected target. Rarely used by the
USCM, they are normally used in riot scenarios or civil disputes; something that the USCM
are rarely involved with.

M60 W hIte P hosphor


Filled with a white phosphorus that spreads for 15 meters, this creates a thick wall of smoke
and flames, with a secondary incendiary effect to vegetation and material. The flames will
cause D4x2 (4) damage per turn, but these will burn for over a minute.

M72a1 S tarshell
Used solely to provide illumination in darkened environments, the Starshell is fired directly
into the air and, at 200 meters, it deploys a parachute to keep the flare aloft. It provides
illumination to the equivalent of 50,000 candelas for 45 seconds.

M51a B oun dIng F ragmenta tIon


A two-stage explosive device that works similar to a Bouncing Betty mine, the first
detonation is a small charge that propels the grenade 2 meters into the air: the second
charge then detonates in the air, an airburst that is effective against troops in the open or dug
in to foxholes with no overhead protection.

M8 3a2 S a dar
A one-shot anti-armour weapon, this weapon is designed to take out heavy armour from a
distance for 1000 meters. This weapon homes in on its target using a cooled infra-red sensor
which, once activated and primed for firing, will remain active for 24 minutes and provide +4
to targeting tasks. After this period, if the shot isnt taken, targeting is deactivated and the
weapon must be targeted manually, requiring a -2 penalty.

P Ipe B omb
A simple construction made from a number of blasting caps and low-yield explosives, the
true power of this device lies in its poor manufacturing and the quality of the home-made
explosives: its volatile nature, mixed with carefully packed fragments of scrap, ensure that
maximum damage is inflicted by the device detonating. Its more damaging than the standard
grenades of the USCM, however it is more than twice the size.

ALIENS BLOOD
PAGe 55

EMP M in e
Crafted by a skilled engineer, this is little more than a collection of scrap metal, wires and
sensors that can be set to detonate either on impact or used as a mine that will activate when
a hostile is over it.
Activation of this device results in releasing an electromagnetic pulse in a 10-yard radius. It
will disable all unshielded electronics, and disable basic androids for D12 turns while they
reboot their core systems.

M olotov C ocktaIl
No different in principle to the Molotov Cocktail as mentioned in the core rulebook on page
137, this device uses a more concentrated and potent mix of ethanol mixed with a little
engine lubricant, adding to the flammable qualities of the mixture and making sure it sticks to
its targets. This mixture will burn for 30 seconds unless extinguished: it can be done so with
any traditional fire-fighting methodology.

S moke B omb
Not an offensive device as such, the Smoke Bomb is a home-made device the burns a
heady mix of grease and ethanol at a low temperature, creating a cloud of thick smoke that
envelops a 30 meter radius. Because of its choking nature, it acts similar to a large, weaker
cloud of CS gas, inflicting taste and sight senses with a -4 modifier while in the cloud, and -2
for up to a minute after leaving it, depending on how long they were within the cloud. The
cloud will dissipate after forty seconds.

N oIse M aker
A distraction more than anything else, this device emits a collection of broken radio signals,
chirps and beeps, which can attract and distract a target from 50 meters away.
When being placed, use a difficult Perception or a Perception and Stealth to decide where
its best to place/ throw the device (this roll may be best done by the ZM in secret to keep
tension up). Once activated, anyone in the radius must pass a Stealth or Notice task: failure
to pass this means they are compelled to go and investigate.

ALIENS BLOOD
PAGe 56

EQUIPMENT and armour


Its not just weapons and wits that will help people survive: the right equipment and
protective gear is essential in making it through to the bitter end.
EQUIPMENT
ACCE SS CODE S

EV

COST

TECH

AVAIL

0/ 0

VA RIOU S RANK S

CIV/U SCM

AMMUNITION PA CK

10 / 5

$5 0 00

USCM

COMT ECH TOO L KIT

2/ 1

$4 0 0

USCM

HACKPA CK V1. LA PTO P

6/ 3

$3 0 00

USCM

HACKPA CK V2. TA BLET

2/ 1

$6 0 00

USCM

ME3 HAND WELDE R

1/ 1

$1 5 0

CIV/U SCM

MEDICAL INTE RFA CE LENSES

0/ 0

$1 0 00 0

CIV

M3 14 MOTI ON T RA CKE R

2/ 1

$3 5 0

USCM

WE BBING

0/ 0

$4 0 0

CIV/U SCM

A ccess C odes
Some areas of a ship are free and open to all crewmembers, where they can come and go
as they please. Specific members of staff can only access certain vital areas or systems, and
codes are what grant a person. They normally come in the form of key cards, though it is also
possible that these codes can be remembered and input manually into a keypad: this may be
a harder task to deal with if the pressure of aliens bearing down on them is enough to make
their fingers hit the wrong buttons.

A mmun ItIon P ack


A hard case used to transport and protect ammunition; this can be worn over the shoulders
as a backpack, or carried by a handle like a holdall. The standard content of the box includes
500 rounds of 10mm ammunition, seven standard-sized 30mm grenades, and two canisters
of M240 fuel. The load-out can be customised to accommodate other weaponry
requirements, and the case itself provides D12x3+10(28) points of damage to the ammunition
inside, or its wearer if It is being worn.

C omtech T ool K It
A leather pouch filled with various wires and clips with various built-in bypass and
workaround circuits, and a small computer that can piece together simple commands and
sequences to work around electronic locks. Providing someone using this has levels in the
Lock Picking (Electronic) skill, this will give a +3 bonus to a bypass task.

H ackpa ck V1. l aptop


ALIENS BLOOD
PAGe 57

A bulky, cumbersome device, this laptop is loaded with a number of programs and subroutines to aid in some electronic bypassing and hacking.
Easier to use than a Comtech Tool Kit, this laptop comes with a number of cables and
attachments that can be used to connect to computer systems, some locks and are also
required to run a sentry gun: one Hackpack must be used solely to run the operating system
of the sentry cannon, meaning that it cant be used for anything else during this time.
Unlocking an electronic lock gains +1 when this is used. Hacking computers gains a +3
bouns.

H ackpa ck V2. T abl et


An upgraded piece of hardware with a numerous interface and program enhancements, this
tablet can not interface or control a sentry cannon, though its enhanced capabilities does
provide it with a greater bonus for a number of different routines, providing a +3 bonus for
bypassing electronic locks and +4 for computer hacking.

ME3 H and W elder


A portable welding kit with a powerful gas cartridge in its base designed for both cutting and
welding, this burns at an incredible temperature, being able to easily cut through flesh and
bone, as well as steel and toughened armour.
Using the device as an improvised weapon, this can cause immense damage (D6x20), able
to easily sever an arm or a leg. The intense heat of the device would also serve to cauterise
the wound, meaning that thered be no blood loss in such an event (but indescribable
amounts of pain). Using this as a weapon requires an improvised weapon test.

M edIcal I nterface L enses


Glasses that interface with medical systems, these devices project scans and information
direct into the eyes of the user, providing a HUD that provides an accurate diagnosis and can
aid in surgical procedures. Providing the lenses are paired with a medical system that is
operational, these lenses provide +4 to all medical or surgical procedures, providing the user
has the relevant training. If it isnt twinned with any sensors, these are nothing more than
plain glasses.
With some technical expertise, the Interface Lenses can also be hooked up to other
systems around the ship, including security desks and navigation systems.

M314 M otIon T ra cker


A portable sensor unit that operates essentially like a small sonar unit, this device uses
high-frequency Doppler-shift discrimination to filter out and identify moving targets from
stationary objects with an effective range of 1000 meters in open ground, or 20 meters inside.
More advanced models can be attuned to operate on an IFF basis, identifying potential
targets from allies. The device has a back-illuminated screen that is constantly active, though
it can also be fed directly into a marines HUD, or with a little tinkering, a pair of Interface
Lenses.

ALIENS BLOOD
PAGe 58

This device will grant a +5 bonus in stealth detection and location.

W ebbIng
Toughened nylon belts and straps, strengthened by steel-silk fibres and designed to be
worn over the shoulders and around the waist, fastened by quick-release snap-locks. They
can carry 4 grenades on each shoulder strap, 8 in total, and can take a number of additional
pouches and holsters to it to aid in carrying a sidearm, Comtech Tools, ammunition or first
aid kits.
ARMOUR TYPE

ARMOUR VALUE

EV

COST

AVAIL

FLIGHT JA CK ET

D6+1 ( 4)

2/ 1

$3 0 0

MEDICAL JA CKET

D4 ( 2)

1/ 1

$1 0 0

M3 VE ST

(D8x3)+ 2 0 ( 32)

10 / 5

$1 2 00

M3 A BD OMEN P ROTE CTO R

(D8x2)+ 1 8 ( 26)

2/ 1

$7 5 0

M3 GRE AVE S

(D8x3)+ 1 0 ( 22)

4/ 2

$1 0 00

M1 0 BAL LISTI C HEL MET

(D8x4)+ 2 0 ( 36)

4/ 2

$2 0 00

MK 50 COM P RE SSI ON SUIT

(D10x 5)+ 30 (5 5)

60 / 30 %

$1 2 00 0

IRC MK. 5 0 COMP RE SSION SUIT

(D10x 3)+ 30 (4 5)

30 / 15 #

$7 8 00

F lIght J a cket
A thin jacket worn by pilots to protect them from the pressures of flying more than anything
else, this jacket will normally have the badge of the ship the crewmember belongs to, along
with the company name. Due to the nature of the job and the fact that pilots may serve on
several different ships in a short amount of time, these patches are interchangeable and held
on by strips of Stic-n-Rip.

M edIcal J acket
A simple jacket with a number of different pockets and pouches built in specially to hold
medical devices and a pair of Interface Lenses, this offers minimal protection against
anything, only worn in a surgery to protect the doctor from any aggressive or mentally
imbalanced patients.

M3 V est
A full kit of body armour comes in 4 parts, including the helmet, but the Vest is the main part
of armour, encasing the torso and shoulders in a layer of multi-layered armour designed to
stop low-velocity bullets and absorb the impact of explosive rounds and shrapnel. The vest
itself is padded on the shoulders to provide maximum comfort while being worn.
The armour itself is equipped with a personal data transmitter which feeds back location and
bio-feedback to an operations console, while a TNR Shoulder Lamp can be affixed to either
shoulder, though the left is normally favoured by most Marines. It also has fixings on the back
plate to mount an Ammunition Pack to it, though this can also be used to carry a portable life
support system if required.

ALIENS BLOOD
PAGe 59

As with most pieces of armour, its not uncommon for a soldier to customise these panels.
Such customisations often help make a soldier easily identifiable in the heat of battle. The
armour is designed to provide some aspects of stealth, using rounded edges to reduce radar
signature and provides some infrared masking, meaning someone wearing a full set of M3
armour gains +1 to any Stealth evasion tasks against radar or infrared sensors.

M3 a bdomen P rotector
A flexible piece of anti-ballistic material, this covers the abdomen and hips in a flexible pad
of protective material, while also cups the genitals and crotch in rigid armour plate for added
protection. Held in place by a diaper-style harness, this piece of armour can become
uncomfortable after continuous wearing, but not enough to encumber or cause any
detrimental effects.

M3 G reaves
Clamshells made of the same material the M3 Vest is made from, these shells wrap around
the shins and knees of the wearer, though some Marines do also wear the same armour on
their thighs, too, depending on their personal preference. The shin plates can also be
modified to take a holster for a small holdout pistol or blade.

M10 B allIstIc H el met


This multiple-layered protective helmet is designed to be able to protect the Marines most
vital weapon: their brain.
Packed with layers of armour and padding, along with a mission camera, communications
headset, infrared sight and transmitter. The helmet also comes with a detachable neck guard,
which offers minor protection with a value of D6+6 (9) to the rear of the wearers neck.

MK 50 C ompressIon S uIt
A large and bulky suit manufactured by Weyland-Yutani, this pressure suit provides good
protection, however its size and debilitating nature makes it impractical in any environment
other than a zero gravity environment. The suit comes in two main parts : a thick padded suit
entered through a zip on the front, and a helmet consisting shoulder, back and chest plates,
as well as the built-in life support system. Additional layers of padding can be added to limbs
to aid in regulating pressure, though these offer little more to their armour value.
This suit will automatically heavily encumber the wearer, and provide 10 hours of oxygen.

IRC MK 50 C ompressIon S uIt


A lighter version of the standard Mk 50, this suit is normally used by the USCM in combat
situations. The lighter build of this suit provides less protection, but also only encumbers the
wearer to a medium level.

ALIENS BLOOD
PAGe 60

With a thinner base suit and less protective plates on the shoulders, this suit can also be
combined with M3 armour components thanks to the adjustable nature of the armour plating
(see core rule book, page 109 for information relating to layering armour).

VEHICLES
The use of vehicles within a large colony-settling cruiser is extremely limited due to the
confined spaces of the interior, regardless of how large a ship is: thats not to say that they
are to be ruled out completely.

UD4l U tIl Ity D ropshIp


Points: 31
Minimum Crew: 2
Range: Short
FTL Drive: No
Acceleration: 60
Cargo Cap: 2
Acceleration: 4 (3)
Handling: 2(0)
Max DC: 480
Hull AV: 150
ECM:
Emergency Measures:
Medical Facilities:

Size: 2
Crew Level: 4
Trips: 2
Atmospheric: Yes
Top Speed: 1200
Hidden Compartments: No
Toughness: 1
Accuracy: 3
Max Shield DC: 0
Shield AV: 0
Advanced
Basic
Level +1 (Bonus, Big First Aid)

The UD4L is the basic craft used by the USCM, and it serves a dual role, able to deliver
troops and cargo into a battle zone, but it can also engage other craft in dogfights both in
atmosphere or space, as well as conduct quick-strike attacks behind enemy lines. Able to
WEAPON
DAMAGE
CAP
25 m m GAT LING CANNON

VA CUUM

(D10x 1 0)+1 0 0 ( 15 0)

(FIXED, VE RY LIGH T)

ATMOSP HE RE

D12x 1 20 ( 60) BU RST

50 0

15 0 mm MK 1 6 BAN SHE E 70 UNGUIDED

32

70 m m M K1 0 ZEU S UNGUIDED

12

12 0 mm MK 8 8 GUIDED

AGM-2 20 C HE LL HOUND II

AGM-2 04A T SAM

carry a full platoon of Marines and an APC in its cargo hold, a full cargo hold can reduce
acceleration and handling to the figures in parenthesis.

ALIENS BLOOD
PAGe 61

DROPSHIP ORDINANCE
TYPE

RANGE

DAMAGE *

15 0 mm MK 1 6 BAN SHE E 70
UNGUIDED

1 0 0/ 5 00 /7 0 0/ 1 00 0 /3 0 00

70 m m M K1 0 ZEU S UNGUIDED

5 0 /2 0 0/ 60 0 /9 0 0/ 2 00 0

12 0 mm MK 8 8 GUIDED

1 0 0/ 3 00 /6 0 0/ 1 00 0 /2 5 00

AGM-2 20 C HE LL HOUND II

6 0 /1 4 0/ 50 0 /7 0 0/ 9 00

AGM-2 04A T SAM

50 / 30 0 /6 0 0/ 90 0 /1 5 00

AIM-90E H EADLO CK AI R-TO-AI R 2 0 0/ 5 00 /8 0 0/ 1 50 0 /4 0 00


DECO Y BA LLUTE **

10 / 20 / 40 /6 0 /1 0 0

D10x 1 5 ( 7 5)
D10x 1 0 ( 5 0)
D10x 5 (2 5)
D10x 1 0 ( 5 0)
D10x 6 (3 0)
D10x 4 (2 0)
D10x 1 2 ( 6 0)
D10x 8 (4 0)
D10x 5 (2 5)
D10x 5 5 ( 2 75)
D10x 4 0 ( 2 00)
D10x 3 0 ( 1 50)
D10x 1 0 ( 5 0)
D10x 8 (4 0)
D10x 6 (3 0)
D10x 2 5 ( 1 25)
D10x 2 0 ( 1 00)
D10x 1 5 ( 7 5)
-4 T O ENE MY TA RGETTING
RO LL

BLAST
ZONE
5
8
10
10
15
20
12
15
18
20
30
35
10
13
15
25
30
40
N/A

* All damage caused by missiles is armour piercing


** The Decoy Ballute is an inflatable decoy designed to be towed by the Dropship, with the intention of fooling
homing missiles. Once deployed it gives a -4 on all attacks by homing missiles for that turn only. In following
turns the sensors of a firing ship will be able to determine which is the real target and update its firing solutions.

Weapons fired by the dropship in a vacuum only cause the damage and blast zone equal to
Ground Zero.

ALIENS BLOOD
PAGe 62

M577 a rmoured P ersonnel C a rrIer


Weight: 29,000
Speed: 70/50
Acceleration: 10
Range: 300
Toughness: 6
Handling: 4

DC: 340
AV: 120+(D10x2) (130)
Accuracy: 4
Cost: $12000000
Availability: Rare

The M577 is a heavily armoured vehicle used by the USCM as their primary troop carrier on
the frontline. Covered with armour plating designed to mask radar signals and dissipate heat
radiation, this vehicle comes with a forwarded mounted twin Gatling turret as standard, and
its main turret can be interchanged for a number of different models: The M577A tops the
craft with 2 PARS 2150 20mW Phased Plasma Cannon, the M577A2 with a pair of M2025 40
mW Free-Electron Lasers, and the M577A3 operating with dual-mounted 20MeV Charged
Particle Beam Cannon.
The vehicle requires a driver and a second person to man the tactical console in the rear of
the craft, and though both crew can independently operate the weapon systems, the tactical
console will override the commands of the driver if conflicting targets or commands are given.

W eapon s
WEAPON

RANGE

DAMAGE

CAP

10 / 30 / 70 /1 5 0/ 5 00

D10x 1 0 ( 5 0)

20 0 0

PA RS 15 0 2 0m W P HA SED PL ASMA

70 / 20 0 /5 0 0/ 15 0 0/ 4 00 0

D12x 7 (4 2)

10 0 0

M2 02 5 4 0m W F REE E LE CT RON LA SE R*

30 / 10 0 /3 0 0/ 10 0 0/ 3 00 0

D12x 9 (5 4)

40 s ecs

20 M eV CHA RGED PA RTI CLE BEAM*


*Armour piercing.

50 / 15 0 /5 0 0/ 10 0 0/ 3 00 0

D12x 1 2 ( 7 2)

50 s ecs

FORWA RD MOUNTE D CANNON


20 m m GAT LING CANNON
UPPE R TU RRET

ALIENS BLOOD
PAGe 63

Cat P 5000 P owerloa der


Weight: 4000
Speed: *
Acceleration: **
Range: 20
Toughness: 3
Handling: 6

DC: 150
AV: 30+(D8x2) (38)
Accuracy: N/A
Cost: $85,000
Availability: Common

*Half of operators natural Speed.


**Half of operators normal Dexterity.

The Powerloader is worn by an operator, and multiplies the users strength by a factor of 5,
enabling them to lift heavy loads up to a maximum of 4000kg. When using the Powerloader,
endurance is lost at a rate of 1 point per ten minutes of use, though it also reduced dexterity
down to 1.
The Powerloader also provides armour to the operator on both their back and sides, and
part of the users torso is also protected by the roll cage of the loader, though its cage is
weaker than the rest of the machine, providing only half the armour value of the rest of the
vehicle.
Using a Powerloader takes 6 weeks of intense training, and for every week of training yet to
be completed, a -1 penalty must be taken in to account when being used, for example
someone who has completed 4 weeks of the course is able to use a Powerloader with a -2
penalty, as they still have another 2 weeks of training to undergo.

ALIENS BLOOD
PAGe 64

CHaPTER 5:
Get In, link It up, get out. Easy.
Cole Harper was a member of the specialised zero-gravity strike force stationed aboard The
Vengeance, one of the few Marines in the fleet who had been trained for special operations
in the airless vacuum of space. He embraced the feeling that came with stepping out into a
weightless void, that peculiar sensation that fluttered in his stomach and made him feel that
he was alive. Every time he stepped out into the void, he remembered how small and
insignificant he actually was when compared to the big picture around him.
This time, though, it felt different.
He stood on the lowered cargo ramp of a dropship that had nestled on the hull of The Eden,
towards the front of the vehicle, and looked out across the fifty meters gap between the
parked craft and his target, the front viewscreen of the bridge. Nervously adjusting his grip on
the equipment he held a pulse rifle and the shackle he needed to install in the bridge itself
he peeled one foot up from the ramp and slammed it down against the hull, gingerly stepping
out onto the skin of the ship and walking slowly, just like hed been trained. All around him, he
was surrounded by either the steel of machine or the airless void of space, and his breath
echoed in the confines of the armoured helmet he wore, the face plate heated to create
minimal condensation as he breathed.
Take your time, Harper, the voice of the dropship pilot crackled over his intercom as he left
the shadow of the smaller shuttlecraft, pausing slightly to look over his shoulder at the
grinning man sitting in the cockpit. He waved casually, rapping the window of the cabin.
Although the sound couldnt travel in space, it could be heard over the radio. Aint like I got
anything better to do. Just dont fly off on your own, you hear? I aint gonna chase your fool
corpse across the cosmos just cause you sneeze and loose your footing.
Im always careful, Harper motioned towards his magnetic boots, then tugged the umbilical
cord attached to the harness of his pressure suit. But Im linked up to you, too, so I wont go
far.
Maybe you do this quick enough, we take you on a little ride, huh? A little astro-skiing?
Well see how I make time, Harper laughed, shaking his head, the motion of which was
lost in the toughened casing that surrounded him. Keep the channel open, Ill let you know
when were coming back.
Behind Harper, a pair of soldiers followed him closely, one nursing a pulse rifle as he would
a child, the other pulling a small explosive charge that trailed behind him in the zero gravity.
His rifle was slung over his shoulder and trailed behind him just like the charge.
How come we get this duty? I hear the ships got the plague whyre we breaking
quarantine? Why not just abandon it and nuke the fucker?
Collateral damage? All the civs, all the livestock, pretty much everything aboard the craft
thats worth a dime you want to explain to some board of execs why you blew up a ship
instead of just popping a window? See, Chuck, this is why youre never allowed to carry the
charge. You stick to covering our ass, Ill keep an eye on the charge.
Knock it out you two, Harper shook his head. Of all the Marines he could get teamed up
with, why did he have wind up with Chuck and Marcus? Marcus wasnt too bad, but Chuck

ALIENS BLOOD
PAGe 65

was more of an annoyance than a hindrance to the mission. Just make sure you keep us
shielded with that dropship, the last thing I want is for one of our suits to get punctured by a
piece of debris.
Harper couldnt help fight the smile that spread across his face.
Well, at least keep me and Marcus shielded, anyway.
Fucking comedian, Chuck grumbled to himself, adjusting his grip on the rifle. The fuckm I
doing out here, babysitting a fucking bomb from what? Aint another fuckin spacewalker for
another million fuckin light years.
Protocol, Harper said, rolling his eyes, You want to tell Thorn you think you doing your
jobs a waste of time? Cause I can patch you through to him direct
Chuck waved his hand dismissively as the trio approached the thick, reinforced window that
led into the bridge, placing his gauntlet against the surface and rapping it gently, cooing in a
soft voice: Anyone home? The windows were polarised, so nothing could be seen of the
interior from the outside.
Sensorsve got nothing in there, the crackle of the pilot from the comfort of the dropship
relayed the information his instruments gave him. No life signs, no heat sources, nothing. Its
open season for you guys.
Oo-rah, Marcus stepped forwards and swung around the charge, pressing it against the
reinforced glass and pushing the primer button, watching as the corners of the device gave
off a soft red glow as they heated up, fusing itself to the glass. The trio stepped back from the
panel, weapons raised and ready, then Harper gave the nod.
Marcus thumbed the triggering device he held.
The charge erupted silently, a sudden flash of magnesium sparks flaring to life, only to
extinguish just as quickly in the oxygen-free environment. As brief as the low-yield explosion
was, it did its job, shattering the window into a thousand fragments and exposing the interior
to the harsh vacuum of space. The glass fragments hung suspended in place, twinkling like a
curtain of stars, while the escaping atmosphere from the from the interior of the ship cut off
as bulkheads were automatically sealed in place to prevent any further seepage. Harper
stepped forwards, lifting his weapon and nudging aside the fragments of glass dangling
before him while nudging a switch in his helmet with his chin, activating the halogen spot
lamps attached to the side of his helmet. The bridge within was dark, a thick and choking
blackness that pulsed with flickering control panels and flashing readouts. Several screens
flashed warnings about the hull breach in the bridge, and that the automatic shutters had
been disabled, as had several other systems in the bridge: the result of the breaching charge
that not only destroyed the glass, but also emitted a weak electromagnetic pulse that
knocked out most of the systems in the bridge, including the gravity plates in the room. Not
that that mattered for Harper and his men, as their boots kept them in place as they pulled
themselves in through the veil of thick, shattered glass and into the bridge itself.
Papers and pens hung suspended in the air above several of the desks, frozen in a moment
of time, while a thick, tar-coloured liquid floated above an overturned coffee mug, and
random items of clothing seemed to hover above the deck. Harper swept his spotlights from
one side of the room to another, stopping dead in his tracks as his beams of light played
across a glistening, tumour-like growth that seemed to dominate one third of the room: a
shimmering, organic structure that was grey-black in colour and comprised of pipes, ridged
sections and grotesque shapes akin to enlarged and exposed ribcages and melted loops of

ALIENS BLOOD
PAGe 66

distended intestines. The structure covered the wall and part of the floor, merging with a
complex network of slime-covered roots that joined a collection of translucent grey oval pods
together.
The fuck is that? Chuck motioned with the muzzle of his rifle, pointing to the obscure
creation.
Dont know, Harper shook his head. Stay away, it could be anything. A meltdown in the
power grid, damage from the charge: it might even have something to do with the quarantine,
so dont touch shit, you hear me?
Chuck muttered wordlessly to himself, standing beside Harper as he located the main
navigation console and tore the front panel off, letting the plate float away as he fixed the
shackle in place and keyed in the activation code. A small black screen scrolled through a
series of coding before illuminating a red status light.
Shackle in place, Harper announced, giving the pair of soldiers with him the thumbs up.
Walk in park, am I right?
Copy that, the dropship pilots voice crackled over the intercom, faint and punctuated with
static. Vengeance confirming the link-up now. Weve got it, why dont you head on back.
They sent the three of us to do this? Chuck complained, lowering his rifle as he started to
trudge back towards the open viewport. Talk about a waste of resources. He was so intent
on leaving the bridge, he didnt pay attention to where he was walking, and lost his footing on
a thick cable that snaked across the decking. With one of his magnetic boots loose, his
second boot peeled away from the deck and he drifted upwards, turning slowly in an arc and
feeling his back knock against the ceiling.
Quit fuckin around, Harper sneered, slowly making his way towards him and reaching out,
trying to snag his ankle as he floated helplessly.
I tripped on one of those cables, Chuck snapped, clearly infuriated at the fact hed lost his
footing.
Theres nothing there to trip on, Marcus went to help him, but he was distracted by a
glimmer of movement in his periphery vision. He turned, moving slowly to make sure he
didnt find himself floating free like his comrade, and watched in disbelief as a figure peeled
itself away from the twisted plastic-like construction, like a sniper wearing a Ghillie suit rising
from the scrub: invisible one moment, then there the next. Only the suit this person wore
wasnt like any suit Marcus had seen before. Sleek armour, jet black and toughened, with an
enlarged helmet casing that seemed aesthetically and functionally out of place, as if the suit
designer had been on a drug-induced trip while designing it. It had to be a suit; it couldnt be
anything else; nothing could survive in the vacuum of space.
The protective visor of the mysterious suit slipped open, revealing a black polarised
faceplate beneath: maybe it was something that had been issued to key members of the
crew to keep them safe from whatever plague had infested the ship? It stalked gracefully
across the bridge towards him, and Marcus watched enthralled as it moved, almost swam,
through the zero-gravity bridge, trailing a lengthy umbilical cord that was surely attached to a
life support system somewhere. Before Marcus could say anything, the suited figure clasped
his shoulders with its decorative gauntlets, pulled him in closer towards his helmet. It was a
tried and tested method of communication in space if radio silence had been called: while
sound didnt pass through space, the vibrations from one faceplate to another did: could it be

ALIENS BLOOD
PAGe 67

that this strange suit had all the money pumped into decoration and aesthetics, and nothing
into systems?
As the figure pulled closer, it dawned on Marcus that there was something not right about
the suit. There didnt appear to be any joints, and as the light improved in the dark and murky
room, the suited figure seemed to be more and more organic? The truth finally dawned on
Marcus as the black faceplate turned out to not be a faceplate but the deep, cavernous
mouth of the creature.
Fuck me, he muttered, enthralled as his faceplate knocked against the glistening teeth of
the creature. Harper?
The pharyngeal jaw of the creature exploded outwards, ripping through the reinforced glass
and punching through Marcus face, his gurgling scream cutting off as the air rushed from his
suit and stole his breath.
Harper turned around in time to see the dark creature plunge its extendable inner jaw into
the helmet of Marcus, watched as blood gushed out in shapeless mounds and crystallised in
the coldness of space and the final jet of air that seeped through the ragged hole in the
faceplate. Marcus went limp in the creatures hold, and as the creature turned away from the
corpse and released it from its grip, Marcus remained upright, his boots remaining attached
to the deck and his arms slowly lifting from him as the lack of gravity meant there was nothing
to pull him back to the ground. Harper didnt even think about the physics-defying creature
that advanced on him, the animal that seemed to thrive in the airless environment, he simply
lifted his weapon and squeezed the trigger. The rifle in his grip thundered soundlessly in his
hands, the vibrations of the weapon rumbling in his arms and the brief muzzle flashes casting
macabre illuminations across the baroque structure that was suddenly alive as more of the
creatures seemed to unfurl from previously unseen hiding places: crevices that could barely
contain a man giving birth to pairs of the nightmarish abominations.
Chuck added his own weapons fire to the fray as the marauding creatures advanced on
him, stabilising himself against the ceiling with one hand and firing blindly with the other,
adding his own silent staccato of explosive rounds to the assault.
The fuck are they? he screamed, his terrified scream almost piercing Harpers ears. What
the fuck are they?
Fall back, Harper shouted, slowly backtracking towards the opening. Dont let them flank
us!
It was easier said than done. Despite their hours of training in zero gravity environments
and the equipment they carried, the alien creatures were far more graceful than the Marines
in their movements, practically swimming through space, digging their talons and claws into
consoles and walls as they propelled themselves along, tails coiling and extending like a
powerful spring. The quicker of the creatures had already swept around behind them,
blocking their escape and hemming them in, while another pair of the malevolent creatures
swooped on the floating form of Chuck, powerful hands locking around limbs and pulling him
first one way, then another, until his arm twisted and snapped free, trailing globules of
glistening blood in its wake. With one limb removed, the rest were soon to follow as another
pair of creatures leapt on him, like sharks in a feeding frenzy spurred on by the scent of
blood.
Confused and overwhelmed by the inexplicable attack, Harper retreated from the bloody
miasma emanating from the limbless torso of Chuck that hung limp and bloody in the air,

ALIENS BLOOD
PAGe 68

away from the gruesome wraith-like figure of Marcus that still stood erect, his ruined head
surrounded by a halo of blood. His escape route was cut off, and with the glistening structure
dominating one of the walls, he couldnt find the door leading into the rest of the ship: even if
he could, he wouldnt be able to initiate the manual override to seal off the adjoining corridor
and form a makeshift airlock on his own. He stumbled onto the carpet of roots and webbing
that covered the floor, his breathing shallow as he struggled to keep his wits and senses. The
swarm of aliens had seemed to forget about him in the midst of the carnage and blood, and
maybe he would be able to survive this ordeal if he could just hide: whatever the creatures
were, he didnt think theyd be able to sniff him out, but they may be able to track him by his
umbilical cord to the waiting dropship. He could try initiating an automatic recoil of the lifeline,
which may pull him through the frenzied creatures, but he didnt want to underestimate the
speed at which they could lash out and tear him apart as he was pulled through their midst. If
push came to shove, he knew he could walk home, so he detached the cord from his belt and
gave a sharp tug on it, activating the winch system in the hold of the dropship. It slowly
retracted, leaving him alone and unattached, but ultimately less traceable.
He hoped.
The numerous consoles that littered the bridge were more than large enough to hide the
bulk of his suit, and he crouched low, listening for any telltale signs that may indicate one of
the creatures were approaching. All he could hear were the crunch of teeth against bone as
his fallen team mates were chewed on by the creatures, the sound of razor sharp fangs
grinding against skulls picked up by the comlinks in each helmet.
Does anyone read me? Harper whispered into his pickup, hoping to get through to the
dropship pilot. Jesus Christ, is anyone there?
The only response he get was a static hiss, something clearly interfering with his
communications relay. Maybe a residual effect from the EMP from the explosion?
He looked as his gauntlets as he pulled them away from the surface of the console he
rested on, thin strands of the resinous material that coated the wall and floor around him.
Was it possible that whatever had been sprayed on the walls and floor around him actually
dampened the signal?
Harper shook his head, crouching low and checking his rifle, making sure his form was
hidden by the console or the large organic-looking pod that lay beside it. He wasnt sure what
it was, but it didnt look like any of those creatures, and it provided cover, which suited him
fine. As he shifted his weight, he brushed his hand against the surface, feeling it give slightly
before springing back to shape. Harper imagined the pod would be cold, and not just
because it was in an airless environment: it seemed to glisten with a coating of gel, and
Harper watched in fascination as the top of the pod seemed to quiver, then peel apart: from
his low position on the floor, he couldnt see into the opening, but could see something
stirring as a thin yellowy digit poked over the lip, then another. Harper swallowed hard and
froze, holding his breath as he watched another pair of legs appear, and then part of the
creature rise into view; a leathery spider with a ropey tail made of powerful muscle. It crawled
over the rim of the egg, the arachnid seeming to home in on Harper, despite it having no
visible senses. Harper felt cold fear in his stomach, a lifetime of arachnophobia embodied in
the impossible creature that was crawling towards him. He found his body responding to him
just as the creature lunged at him, but his reactions werent quick enough for the lightningquick spider as its finger-like appendages clattered onto his helmet and engulfed it.

ALIENS BLOOD
PAGe 69

Panicking, eyes darting from side to side, Harper could see the fleshy pink underside of the
creature pressed against his faceplate: when he was younger, hed hoped to impress a girl
by taking her to a up-market restaurant that served real meat none of the soy-processed
garbage most places served. Hed ordered a plate of oysters, aware of their aphrodisiac
properties and hoping that nature would take its course: it hadnt, but the appearance of the
fleshy underside of the creatures carapace reminded him of that expensive and fruitless
meal. As the creature scrambled at the helmet, its fingers finding purchase as it latched on
and squeezed tighter, a lipless mouth poked and probed the faceplate, smearing slime
across the visor as it tried to find its target. Harpers gauntlets scratched at the back of the
creature, trying to pull it off, but its strength was surprising, despite its size. Lashing out with
its tail, the vice-like legs squeezed tighter, the protective visor cracking and crumbling
beneath its strength. Harper could smell burning plastic seeping in through the cracks, then
with a gut-wrenching crack, the faceplate shattered. The cold of space washed across his
face, quickly followed by a more unpleasant coldness as the fleshy meat of the creature
poured into the confines of his helmet, pressed against his face and forced its way down his
throat.

ALIENS BLOOD
PAGe 70

alIen CREaTURES
The aliens are formidable creatures able to survive and adapt to many different situations
and environments, taking aspects of their host to help their ultimate aim: the growth and
expansion of the hive itself. The bleakness of deep space offers as little a challenge to
survival as the open fields of a verdant planet teeming with life. The urge to survive and
spread is all that drives these creatures, naturally coming together to form a large hive
structure, normally with a queen or matriarch in control of the nest.
Like humans, the creatures can and will adapt their surroundings to suit their needs, and
can create a hive-like structure using resinous secretions, along with any other materials they
come across to help create their nest: machinery and bodies, both living and dead, are
twisted and distorted, fused together using their natural adhesives to sculpt and create
structures that serve multiple purposes: security for their growing hive, channelling warm air
currents, and forming an organic backdrop that can be used to aid the creatures in both their
travel and their camouflage. While in this environment, the aliens gain a +7 bonus to stealth
tasks, proving that their specialised nest is highly effective for the purpose it serves.
The structure itself is a highly resilient material once it has set, and is impervious to
corrosive chemicals. It takes an hour to fully set and cure, and offers the following armour
value and damage capacity.
Obje ct
Hive (fre sh)
Hive (Se t)

Ar mo ur Val ue

Da ma ge C ap acI ty

Bar rIer Val ue

7 + 1 per inch

40 per inch

12 + 1 per inch

50 + 5 per inch

150 per inch

70 + 15 per inch

As a method of spreading the love, the aliens have the Bury the Body aspect this is the
closest approximation to the aliens need to fix their potential hosts to the hive and immobilise
them for the facehuggers. A host can escape a fresh cocoon by passing a difficult dexterity or
dexterity and Escapism test. The number of success levels required is at the ZMs discretion.
Cutting a victim out a cocoon is an easier task, especially it using something like a cutting
tool or welding torch.
Though rare, its not unheard of for two hives to come in to contact with one another and
begin a war, a conflict of interests between two rival queens who battle to establish their
domination over the other, stopping short of genocide where the winner takes all: the death of
a queen leaves her hive without a central nervous system, and any surviving aliens are easily
swayed and assimilated into the dominant hive structure. This will repeat whenever two hives
come in to contact with one another.

ALIENS BLOOD
PAGe 71

alIen aspects
When creating the aliens, the following aspects have been invented: other aspects taken
from other source books have been noted where applicable.

U nnatural S trength

+13

A level of strength and ferocity normally reserved for creatures of an immense size, this
Strength aspect grants the creature with muscles thick and taut like steel cabling, bones (or
an exoskeleton) as solid as reinforced concrete, and a massive 15 Strength.
.

M other K nows B est +8


A variation of the Teamwork attribute, the aliens can act together as one, using the queen
as a central focal point for a communication hub and extending the range to almost 2 miles in
radius This range can be extended and expanded by the presence of Praetorians in the
hive at a range of 1 mile per Praetorian. The aliens are unique in that if they are separated
from the hive for any reason, even from birth, they retain a genetic memory that is passed
down from generation to generation, effectively meaning that the current generation could be
aware of events and information from millennia ago.

a rmoured C ara pace

+10

An aspect that grants the creature a toughened exoskeleton, the natural formation of the
armour ensures that the creature is well protected against small calibre rounds, while
retaining its flexibility and agility. This adds an armour bonus D8 +10 (14), and doesnt hinder
the movement of the creature.
.

U nkIllable +10
This is a special augment that only manifests itself in large, powerful creatures that have
had sufficient time to mature and develop, a bastardisation of various different aspects of
various hosts and evolutionary traits that have grown from the exposure to secretions from
the queen that are rife with hormones to promote development. This ability adds an extra one
hundred Dead Points to the creature.

T HIS I s M y B ODY -2
This example of spreading the love needs the creature to force a piece of itself into the body
of the intended host and implant an embryo: this is normally achieved by forced entrance
through the mouth. Once inside, the gestation process begins and the creature will hatch in
D12+6 (12) hours. During this time, the host will normally remain prone and immobile, fixed to
the hive wall: Any physical activity will decrease the gestation time by 1 hour per 10 points of
endurance lost.

ALIENS BLOOD
PAGe 72

aLIen QUEEN
STR ENG TH
INTELLIG ENC E
DEa D P OINTS

15
0
190

END URaN CE

N/A

aTTa CK:

BITE D4 x S TRE NG TH **
Inner j aw D1 0 x S tr eng th **
TaIl whIp D6 x S TR ENG TH @
BRaWLIN G
aLL

SKILLS:
WEaK SP OT:
GET TING
aRO UND:
STR ENG TH:

SEN SES:

SUS TEN ANC E:


INTELLIG ENC E:
SPR Ea DING
THE L OV E:
SPE CIaL:

CON STIT UTIO N


PER CE PTI ON
SPE ED
ESS ENC E
POO L

DEX TE RIT Y
WILLPOW ER

Bur y t he bo dy
UNKILLa BLE
acId bl oo d
armo ur ed cara pa ce

ALIENS BLOOD

2
4

33

LIFE -LIKE
UNNaT URa L ST REN GT H
CLaWS
Damag e R esI stan ce
fIre re sIst anc e
LIKE NO THiN G Y OU 'V E E VE R SE EN
LIFE S ENS E
NO PaIN
WHO N EE DS FO OD
MOTH ER kno ws bes t

POW ER

PAGe 73

5
7
4

6
0
3
13
8
5
3
10
14
1
8
8
-2
10
12
10
114

rIdged head
STR ENG TH
INTELLIG ENC E
DEa D P OINTS

4
0
46

END URaN CE

N/A

aTTa CK:

BITE D4 x S TRE NG TH **
Inner j aw D1 0 x S tr eng th **
TaIl whIp D6 x S TR ENG TH @
BRaWLIN G
Ste alt h
aLL

3
4
0

LIFE -LIKE
Wall cr awlIng
STR ONG LIKE BULL
CLaWS
LIKE a H aWK
OCC aSION aLLY
aLL FLE SH M US T B E Ea TEN
MOTH ER kno ws bes t

3
5
5
8
2
2
0
8

SKILLS:
WEaK SP OT:
GET TING
aRO UND:
STR ENG TH:
SEN SES:
SUS TEN aNC E:
INTELLIG ENC E:
SPR Ea DiNG
THE L OV E:
SPE CIaL:

CON STIT UTIO N


PER CE PTI ON
SPE ED
ESS ENC E
POO L

Bur y t he bo dy
acId Bl oo d
armo ur ed cara pa ce

POW ER

5
3
4

DEX TE RIT Y
WILLPOW ER

2
4

18

-2
6
10
59
Coffeebreak Of The Dead

ALIENS BLOOD
PAGe 74

runner
STR ENG TH
INTELLIG ENC E
DEa D P OINTS

4
0
46

END URaN CE

N/A

aTTa CK:

BITE D4 x S TRE NG TH **
Inner j aw D1 0 x S tr eng th **
TaIl whIp D6 x S TR ENG TH @
BRaWLIN G
Ste alt h
RUNNING (D as h)
aLL

2
5
3
0

LIFE -LIKE
STR ONG LIKE BULL
CLaWS
LIKE a H aWK
SCE NT T Ra CKING
OCC aSION aLLY
ALL FLE SH M US T B E Ea TEN
MOTH ER kno ws bes t

3
5
8
2
3
2
0
8

SKILLS:

WEaK SP OT:
GET TING
aRO UND:
STR ENG TH:
SEN SES:
SUS TEN aNC E:
INTELLIG ENC E:
SPR ea DING
THE L OV E:
SPE CIaL:

Bur y t he bo dy
acId Bl oo d
SPIT TE R

POW ER

ALIENS BLOOD
PAGe 75

CON STIT UTIO N


PER CE PTI ON
SPE ED
ESS ENC E
POO L

5
3
4

DEX TE RIT Y
WILLPOW ER

2
4

18

-2
6
6
56

Smooth head
STR ENG TH
INTELLIG ENC E
DEa D P OINTS
END URaN CE

7
0
58
N/A

aTTa CK:

BITE D4 x S TRE NG TH **
Inner j aw D1 0 x S tr eng th **
TaIl whIp D6 x S TR ENG TH @
BRaWLIN G
Ste alt h
aLL

SKILLS:
WEaK SP OT:
GET TING
aRO UND:
STR ENG TH:
SEN SES:
SUS TEN aNC E:
INTELLIG ENC E:
SPR Ea DING
THE L OV E:
SPE CIaL:
POW ER

5
DEX TE RIT Y
7
WILLPOW ER
4
25

2
4

5
6
0

LIFE -LIKE
MONS TR OUS ST REN GT H
CLaWS
LIKE NO THIN G Y OU' VE EV ER SE EN
OCC aSION aLLY
aLL FLE SH M US T B E Ea TEN
MOTH ER kno ws bes t

3
10
8
10
2
0
8

Bur y t he bo dy
acId Bl oo d

-2
6
61

ALIENS BLOOD
PAGe 76

CON STIT UTIO N


PER CE PTI ON
SPE ED
ESS ENC E P OOL

aquatIc straIn
STR ENG TH
INTELLIG ENC E
DEa D P OINTS
END URaN CE

7
0
58
N/A

aTTa CK:

BITE D4 x S TRE NG TH **
Inner j aw D1 0 x S tr eng th **
TaIl whIp D6 x S TR ENG TH @
BRaWLIN G
Ste alt h
Swimming
aLL

SKILLS:

WEaK SP OT:
GET TING
aRO UND:
STR ENG TH:
SEN SES:
SUS TEN aNC E:
INTELLIG ENC E:
SPR Ea DING T HE
LOV E:
SPE CIaL:
POW ER

5 DEX TE RIT Y
3 WILLPOW ER
4
21

2
4

4
2
2
0

LIFE -LIKE
aqua tIc
MONS TR OUS ST REN GT H
CLaWS
LIKE A H AWK
OCC aSION aLLY
aLL FLE SH M US T B E Ea TEN
MOTH ER kno ws bes t

3
2
10
8
2
2
0
8

Bur y t he bo dy
acId Bl oo d

-2
4
50

ALIENS BLOOD
PAGe 77

CON STIT UTIO N


PER CE PTI ON
SPE ED
ESS ENC E P OOL

glIder
STR ENG TH
INTELLIG ENC E
DEa D P OINTS

4
0
46

END URaN CE

N/A

aTTa CK:

BITE D4 x S TRE NG TH **
Inner j aw D1 0 x S tr eng th **
TaIl whIp D6 x S TR ENG TH @
BRaWLIN G
Ste alt h
aLL

SKILLS:
WEaK SP OT:
GET TING
aRO UND:
STR ENG TH:

SEN SES:
SUS TEN aNC E:
INTELLIG ENC E:
SPR Ea DING
THE L OV E:
SPE CIaL:
POW ER

CON STIT UTIO N


PER CE PTI ON
SPE ED
ESS ENC E
POO L

DEX TE RIT Y
WILLPOW ER

2
4

22

4
2
0

LIFE -LIKE
flyIng
STR ONG LIKE BULL
CLaWS
Iron g RIP
LIKE NO THIN G Y OU' VE EV ER SE EN
OCC aSION aLLY
aLL FLE SH M US T B E Ea TEN
MOTH ER kno ws bes t

3
6
5
8
1
10
2
0
8

Bur y t he bo dy
acId Bl oo d

-2
6
58

ALIENS BLOOD
PAGe 78

5
7
4

Chestburster
STR ENG TH
INTELLIG ENC E
DEa D P OINTS

1
0
34

END URaN CE

N/A

aTTa CK:
SKILLS:
WEaK SP OT:
GET TING
aRO UND:

BITE D4 x S TRE NG TH **
BRaWLIN G
aLL

STR ENG TH:


SEN SES:
SUS TEN aNC E:
INTELLIG ENC E:
SPR Ea DING
THE L OV E:
SPE CIaL:
POW ER

CON STIT UTIO N


PER CE PTI ON
SPE ED
ESS ENC E
POO L

DEX TE RIT Y
WILLPOW ER

3
4

15

1
0

THE QUI CK DEa D


Bur ro wIng
NINETY -PO UND W EaK LING
Tee th
LIKE T HE LI VING
CON STaN TLY
aLL FLE SH M US T B E Ea TEN
MOTH ER kno ws bes t

10
3
-3
4
1
-4
0
8

None
acId Bl oo d

0
3
28

ALIENS BLOOD
PAGe 79

5
2
18

Facehugger
STR ENG TH
INTELLIG ENC E
DEa D P OINTS

1
0
22

END URaN CE

N/A

aTTa CK:
SKILLS:
WEaK SP OT:
GET TING
aRO UND:

BRaWLIN G
aLL

STR ENG TH:


SEN SES:
SUS TEN aNC E:
INTELLIG ENC E:
SPR Ea DING
THE L OV E:
SPE CIaL:
POW ER

CON STIT UTIO N


PER CE PTI ON
SPE ED
ESS ENC E
POO L

DEX TE RIT Y
WILLPOW ER

3
0

13

1
0

THE QUI CK DEA D


The L ung e
NINETY -PO UND W EaK LING
Iron g rip
LIKE NO THIN G Y OU' VE EV ER SE EN
LIFE S ENS E
WHO N EE DS FO OD
MOTH ER kno ws bes t

10
3
-3
1
10
14
8
8

THIS IS M Y B OD Y
acId Bl oo d

-2
8
63

ALIENS BLOOD
PAGe 80

2
7
18

PratorIan
STR ENG TH
INTELLIG ENC E
DEa D P OINTS

4
0
146

END URaN CE

N/A

ATTA CK:

BITE D4 x S TR ENG TH **
Inner j aw D1 0 x S tr eng th **
TaIl whIp D6 x S TR ENG TH @
BRAWLIN G
ALL

SKILLS:
WEAK SP OT:
GET TING
ARO UND:
STR ENG TH:
SEN SES:
SUS TEN aNC E:
INTELLIG ENC E:
SPR EA DING
THE L OV E:
SPE CIAL:

CON STIT UTIO N


PER CE PTI ON
SPE ED
ESS ENC E
POO L

DEX TE RIT Y
WILLPOW ER

1
4

21

6
0

SLOW AN D S TE ADY
UNNat ura l
CLaWS
LIKE NO THIN G Y OU' VE EV ER SE EN
LIFE S ENS E
WEE KLY
ALL FLE SH M US T B E EA TEN
MOTH ER kno ws bes t

0
13
8
10
14
4
0
8

Bur y t he bo dy
acId Bl oo d
UNKILLA BLE
AMOU RE D CA RAP AC E

-2
8
10
10
94

POW ER

ALIENS BLOOD
PAGe 81

5
7
2

CHaPTER 6:
She knew everythIng
Her children knew what she knew, and she could see what they saw.
Curled up in the sanctity of her womb-like nest, her senses extended as far as he brood did,
a network of security sensors that ran through the ship like the nervous system of an
enormous creature. The ship was hers, almost an extension of her as she took in the
environments around her children in their various stages: stem to stern, port to starboard, she
knew the ship as if it were her own body, despite the fact she had barely moved from the
welcoming embrace of her intimate nest.
From egg to larvae, infant to adult, they were all part of her, the brood that ran amok the
ship as an overwhelming force that brought the inhabitants of the craft to their knees. They
heard her voice as one, an ethereal force that guided their actions and kept them under
control, and they in turn shared their findings with her.
One group of the nightmare creatures had scouted the far side of the craft and found
transparent bubbles affixed to the side of the craft, domes filled with a plethora of different
creatures that would be more than adequate for expanding her hive: those that werent
suitable would be simply meat for the young, or materials for the nest itself: maybe both.
Hundreds of creatures spread throughout the network of hydroponics domes that littered the
hull of the craft, the buzz of bioluminescence only her and her kind could see offering a
gentle warmth that beckoned to her natural urge to procreate
Another group, the smallest of the scouting parties, were in a small room with a flat screen
protecting her children from the vast and cold reaches of the void outside the craft. A room
filled with glowing lights and beeping machines, a vacant chamber ideal for a reserve nursery
to store her most treasured of offspring in their larval form. Should anything happen to her,
there most be a successor, and keeping them far away from her and any danger to herself
was a survival instinct that thrived inside her just as the urge to spread her malevolent
seed
From the lofty heights of a cavernous room filled with men and machines, a secluded and
solitary spy clung to the grilled ceiling, its bulk hidden amongst pipes and outlets as it
remained stoically in place, watching men encased in yellow shells tending to weapons and
spacecraft alike. She knew what these were, had encountered most of them herself close up,
and urged her lone soldier to remain deathly still, to avoid any contact with the infernal
contraptions knowing all too well what any of them could do to the child of the hive
A wave of multi-limbed larvae crawled through the various tunnels and ducts that spread
through the ship, spreading the seeds of the creatures like a malignant tumour as they
latched to the faces of unsuspecting hosts
As she hung suspended from her resinous harness, her swollen abdomen pulsating as
more and more eggs were released into the waiting arms of the smaller drones who tended
her, a piercing scream lanced through the calm of the ether that knitted her to her children,
and she froze as each muscle tensed and flexed: just as any other creature of nature, she
knew the sound of her children and their calls of distress; she felt their agony as the bodies of
her young were torn apart by lethal gunfire. She raised her immense head, the ebony comb

ALIENS BLOOD
PAGe 82

slick with condensation and her jaw dripping mucus as she unleashed her own call, a
piercing call that reached out to the ears of the unfortunates still strapped to the wall around
her, beyond the confines of the engineering section she had dominated, and into the tunnels
surrounding her. The adult aliens could take care of themselves, but her younger children
were defenceless, they were the future of the hive, and the current generation would have to
protect the next.
The sleeping creatures around her roused from their slumber: extricating themselves from
their hiding places in the ridged walls that their malleable forms blended in to so well, a swell
of creatures surged away from the central nesting area and towards the site of their kindreds
death. Slinking into the artificial tunnels of their hive structure, they stealthily merged into the
darkness as the command from their matriarch rang in their minds.
Protect and proliferate.

ALIENS BLOOD
PAGe 83

ScenarIo overvIew
This scenario is set almost entirely aboard The Eden, a specialised hydroponics spacecraft
that is approximately 3 miles long and half a mile wide with over 20 levels, and crewed by a
couple of thousand of people. Because of the number of crew aboard and the roles they
need to cover, the limit of scope for cast members to choose from is, as mentioned
previously in this write up, are pretty immense. The Eden is part of a large fleet of ten ships:
three are the same specialised hydroponics/ livestock bearing craft as The Eden, the others
going by the name of The Babylon and Gaia. A further three are large semi-automated
factory ships run by a skeleton crew that carry all the materials, components and machinery
required to construct numerous atmospheric processors on a number of different worlds. The
interiors of these crafts are much like multiple engineering decks stacked up on top of one
another. The remaining 4 craft in the fleet are Behemoth-class USCM ships, acting as
protection from any mercenaries or freelancers that may try to intercept the ships and
ransack them for expensive materials. Behemoth cruisers are larger than the older
Conestoga-class starships like the Sulaco, with more powerful engines and larger array
offensive and defensive abilities.
The Eden itself hasnt been stated up because its not something to interact or use: its more
a stage for the story to carry out than anything else. If you genuninely want to stat the ship
using the rules laid out in All Tomorrows Zombies ship building system, then youre looking
at a massive point build the crafts main purpose is to transport livestock, crops, vegetation
and cargo around the galaxy to aid and establish colonies set up on remote planets. It has a
number of large domes covering its surface, ranging from 500 to 1000 meters in radius, each
providing a different habitat. The largest of the domes is an arboreal one, filled with a variety
of trees and shrubs, while other domes include domestic cattle from different planets, domes
filled with acres of specially formulated hydroponics spread over multiple layers, domes
equipped specially to cater for dry, arid conditions or even aquatic specimens: it give a
greater scope for different playgrounds for an adventure to take place in, but it also provides
a larger number of additional hosts for the aliens to use to spread across the ship.
The fleet left their last port of call, Gamma Outpost, approximately 3 weeks ago.
The progress of the story can proceed at your own discretion: theres plenty of scope for
anything to happen if you so wish but the following pages give a condensed rundown of the
story of Aliens: Blood which can either be used as a one-shot, something leading to a greater
story, or simply as a form of inspiration for your own adventure. Just remember: The story is
based around the premise that no one knows anything about these creatures. Surprise and
fear a major contributor in this tale.

ALIENS BLOOD
PAGe 84

Phase One: BegInnIngs


The adventure starts, as with many stories, with the beginning.
It presents a perfectly normal day, with all cast members starting their day as normal:
perhaps theyre waking from their nights sleep, or maybe theyre nearing the end of their
nightshift and are in the process of a shift changeover.
Vets are tending sick animals, doctors looking after people.
Pilots monitor the progress of the ship, while engineering techs work on maintaining the
engines and other systems of the craft.
Marines either patrol the craft, or relax in their barracks and play poker or a game of craps.
This gives characters a good chance to get to grips with their characters, see who they are,
how they interact with others, and what they do as part of their normal routine. This scene
setting can last as long as required, but is a good chance to not only establish who people
are, but what resources and items they have available to them for if/ when the shit hits the
fan, as it is certain to do.
It is up to the ZM to decide if they introduce the origins of the alien at this point: This tale
starts with the queen, the same one jettisoned from the Sulaco at the end of Aliens. After
years of simply floating in the vacuum of space in hibernation, she happens to drift in to the
range of The Eden, and manages to grab hold and make her way to an airlock. It is a million
to one occurrence, but stranger things have happened. She manages to break in to the ship
(the hows are up to the ZM either using her strength to pry to doors open, or utilising her
advanced learning skills and recognising the control panel by the airlock and making her own
way in), and finds herself in the lower engineering decks. It could be that the ZM reveals this
information at a latter date, though how this is slipped in to the story, if at all, is at their
discretion. Omission of its origins may drive some players nuts (you know the kind, the one
that needs to know why everything happens.)

ALIENS BLOOD
PAGe 85

Phase Two: Isolated IncIdents


Things dont happen all at once, and hints at what is to come are detailed in this phase of
the adventure.
While the previous section is quite mundane and drab in content, establishing the norm, this
phase does start to give a few indications as to whats coming, based on individuals playing.
These hints should be in line with each characters chosen field; information that they would
come across naturally in their role, either by themselves or through colleagues.
The pilots on duty monitored a breech in one of the dorsal airlocks, opening and closing
seemingly on its own accord, with some minor system glitches indicating something had
entered the ship, though no ships wee docked at the airlock.
Security monitors around the craft are going down; signals lost or partially blocked as they
are either tampered with, moved or destroyed completely. This only appears to happen in the
lower-most levels of the craft.
A technician on duty in the lowest decks of engineering is missing at the end of his or her
shift: and no one has seen any sign of them. The lowest engineering levels are like a maze
and relatively easy to get lost in if youre new or inexperienced, but the missing technician is
experienced and has been part of the crew for years.
Animals from one of the habitation domes are moved into quarantine, as they appear
slow, sluggish, and have fresh wounds or burns around their mouths. Veterinarians suspect
there may be some kind of disease picked up from Gamma Outpost, and act accordingly.
Some of the animals cant be accounted for on the ship, and their handlers call in the
Marines or Security, as their tags have stopped giving off a signal: theyve either been killed,
or are in a shielded area.
A pair of Marines are found unconscious at the bottom of a stairwell, both looking like they
have been attacked by assailants that have tried to strangle them. Theyre taken to one of the
medical bays to be monitored while they recover.
The locker room of one of the gyms on board looks like it has been the scene of a
struggle: a locker has been left open, clothing strewn all around, and one of the crew
members has been reported late for her shift.
With these incidents becoming more frequent, the cast may decide to consult with their
friends (i.e. other cast members) to try and work out whats happening. If they dont go down
that route, maybe the ships captain might start pooling his top staff together. In the story
itself, JT is summoned to the medical by Evelyn.

ALIENS BLOOD
PAGe 86

Phase Three: Outbreak


Finally, the aliens make their first appearance: Theyve been silently taking a few hosts here
and there, sole victims here and there, but in the depths of the ship, the hive is growing, the
numbers are multiplying and theyre establishing a strong presence that brings a level of
confidence: the time to hide in the shadows has ended.
Wherever the cast members may be at this point, theyre attacked: an outright attack from a
handful of creatures that storm the room: Thinking back to the films and how they travel:
emerging from the airshafts, bursting out floor and ceilings, maybe even just exploding out
the walls themselves. If the cast are gathered around a medical station with someone whos
previously been infected and remain unaware of this, then this is obviously an ideal time for
him or her to give birth.
Obviously, the first time the creatures appear, regardless of how, fear tests are called for all
around and its a fight-or-flight moment for everyone involved: Most civilians will likely attempt
to flee the scene, as theyll be unarmed. Any Marines may be armed and happily wade in to
combat straight away: dont be scared to penalise these accordingly: remember that the crux
of Aliens story was the Marines and their over-confidence in their technology. Theres more
aliens than they can handle, and its unlikely theyll be carrying a full load of ammunition for
battle. At this point in the story, the cast know nothing about these mysterious aliens: Just
that theyve got claws, teeth, and a penchant for tearing in to humans.
With a general alert going up ship-wide, the cast decide to get to the Marine barracks for
some support (or perhaps any Marines in the party decide they need to bug out and reequip). Either way, the party (or parties, if the cast are split over a couple of different
locations) are in the corridors of the craft. Its a big craft, and the chances of the barracks
being next door are very unlikely. This is the ZMs chance to delve into his sadistic side, and
play with the cast, really ramp up the feeling of hopelessness over the situation.
The cast may argue that theyre familiar with the ship and can get to the barracks with no
problem: But now, theres an unknown number of aliens plaguing the ship that can and will
pop out of almost anywhere. Stealth will play a major part in this journey, really ramping up
the tension. Sounds that would normally fade into the background ambience of the craft could
now be anything from a hissing pipe, a rattling air recycler, or maybe one of the creatures
clattering around in the air ducts overhead. With the cast being unarmed, or likely running low
on ammunition if they are armed, not only will they need to use stealth, but also diversionary
tactics, too. For good sources of inspiration for this section, the ZM can perhaps turn to parts
of Alien or Alien3, and especially the game Alien: Isolation (if youve not played this, Ill ask
why not) to really turn up the tension to 11 especially with the melody of other people being
slaughtered around them.
Dont be afraid to be really devious in this section.

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Should the cast be lucky enough to make it to the barracks, theyre able to brief the
commanding Marine in charge about whats happening (in the story itself, this Marine is
Stevens), and though sceptical at first, a very brief skirmish outside the barracks itself with
the aliens allays any doubts he may have about the cause of the general alert the exact
nature of this attack could be an outright attack from an alien, or perhaps one of the Marines
that had unknowingly been infected happens to give birth to his very own alien again, ZMs
discretion.
There are 3 barracks positioned across the ship, each holding a total of 20 Marines.
Whichever barracks the cast arrives at is the one that the commanding office, Lieutenant
Cray, normally operates from, however hes currently aboard one of the Behemoth-class
USCM craft accompanying the fleet. The Lieutenant isnt well liked by any of the soldiers, and
a brief communication put through to him doesnt go well Obviously if the Lieutenant had
been aboard The Eden, then nothing like this would have happened.
The Marines are told to make their way to the closest hanger additional supplies and
troops will be getting sent over so these creatures can be wiped out and damage limited. The
communication link is terminated, and shortly after this, the barracks are thrown into disarray
as the aliens attack, this time with more ferocity. The Marines are caught on their unawares,
and a firefight ensues.
Due to the size of the barracks, combat is a close quarter combat situation, and clearly the
aliens are going to have the upper hand in this situation: overwhelming numbers, the element
of surprise and their agility.
This situation may also be a good place to try out a few rounds of cinematic battle: rules to
cover this can be found in the Band of Zombies sourcebook, as well as Armed Forces and
the Army of Darkness rulebook. For planning this out, the barracks are a rectangular room
littered with bunk beds, lockboxes, and a couple of card tables. Theres 20 USCM Riflemen,
plus however many cast members are there, against 80 aliens. The Marines have limited
ammunition, and although the stand against the creatures may be survivable, fell free to cut
down as much opposition as possible. They cast will already know they need to get to the
hanger, and if the promise of better weapons isnt enough, then the threat of nearly a
hundred creatures on their tail should be enough to motivate them.
The journey from the barracks to the elevator to the hanger is a short, straight corridor. The
cast may be encouraged to lay a couple of traps to slow down the creatures, and of course,
its up to the ZM to decide if the elevators there waiting for them, needing to reach the floor,
or even needing to be hotwired, hacked and rerouted to the current floor.
Ticki-tick, times running out

ALIENS BLOOD
PAGe 88

Phase Four: Inferno


The lift down to the hanger isnt empty as the cast and any other survivors that made it (if
any) throw themselves into the lift and the door rolls shut, they find a person curled up in the
corner of the lift, with a facehugger wrapped around his head. Obviously the cast may well be
aware of what this signifies, but the true measure of a good roleplay is to come across that
the characters dont and consequently, what to do with him. Leave him? Kill him? Try and
help him out? A surviving NPC may be the person that leads the decision to try and pull the
parasite off. Obviously the results are going to be grim, and how the creature kills the
potential host is up to you. Make it special.
The lift leads down to the hanger, which offers a brief respite from the aliens and allows the
cast to pull themselves around after the fight while the cavalry arrives.
While the cast wait a dropship arrives, bringing a contingent of 50 Marines and a large
supply of weapons. This gives the cast the first opportunity to really gear themselves up with
almost any of the weapons detailed in the weapons section (pages 37 - 60).
The Marines have arrived with a plan: to avoid stop the spread of the aliens any further, The
Eden has been placed under quarantine, and is going to be turned around to be redirected to
Gamma Outpost to have the infestation dealt with accordingly. Any craft that tries to leave
The Eden will be destroyed by The Vengeance; the military cruiser that has been assigned to
leave the fleet and escort the hydroponics ship back to drydock. To get the ship turned
around, an expedition needs to go in to the engineering decks to either alter the course of the
craft from the back-up controls, or disable the engines entirely so the vehicle can be towed.
The engineering levels are commonly referred to as The Inferno dark corridors, conduits
and service shafts, alive with thundering machinery and hotter than any other part of the ship
due to the heat generated by the powerful engines. A military operation in essence, the cast
are brought along because of their experience (however limited) and knowledge of the ship
and the engineering decks layout, the creatures themselves, or both. The tunnels are
cramped and tight, allowing the marines and cast to move in single file only.
Its quickly apparent that the engineering decks arent the same as they used to be as they
come across the first sign of the busy little creatures.
A hideous sculpture made by a crazed artist lies ahead, a human figure has been
attached to the wall of a small antechamber leading back into another cramped corridor.
Surrounded by dark resinous material that glistens in the glare of halogen lamps attached to
the shoulders of the marines, the figure has been welded in place by the grim organic
material. Loops of the material surround his limbs and upper torso, like distended intestines
dipped in a hardening compound and sprayed with glistening ooze, supporting the weight of
his body as it leans forwards, almost as if hes frozen in the middle of peeling away from the
wall. The texture of the wall around him is equally as alien as the restraints that surround him:

ALIENS BLOOD
PAGe 89

organic swirls and pipes of a structure that seem to blend perfectly from organic to inorganic
in a bizarre, fluid moment. The shapes of the structure surrounding the person are
reminiscent in both shape and shade of the creatures themselves, and for a moment it looks
like theyve come across a giant creature in the middle of eating a person alive
This is the start of the hive, and marching deeper into the nesting ground provides only
more grim totems of past hosts victims plastered to the walls in twisted and broken
positions with their chests torn open, spent eggs scattered around the floor, tunnels and
shafts leading away from the main corridors into darkness. Its hot, muggy and dark, and
surprisingly enough, they find a host on the outskirts of the hive. The husk of both an egg and
a facehugger lie beside him, a clear indication that its too late for him: hes clearly crazy,
having been forced to watch everyone around him succumb to the same fate. Though crazy,
here is a good opportunity for the cast to learn the full life cycle of the aliens, if they havent
pieced it together already.
The cast have timed it just right so theyre in time for this poor soul to give birth to the
creature thats gestating inside him. If youve seen the movies, you know how this ends A
flamethrower to toast the newborn before it tries to sneak away or attack someone else, and
suddenly the alien hive around them comes to life. Motion sensors starting pinging as they
track movement, and from the numbers that start appearing that arent supported by any
visual contacts, its clear that the situation is much worse than they could have imagined, and
the idea of accessing the emergency controls to turn the craft around suddenly seems like an
impossible task. The squad leader calls for a hasty retreat as the aliens start their attack.
This attack is different to the fight in the barracks: in the hive, its harder to pick out targets
as the aliens use their home-grown environment to their advantage. Picking out targets
requires a hard perception task, aided by whatever stealth or notice bonus people may have.
The aliens are quite stealthy, especially in their hive, and will still have the advantage, so feel
free to fudge the figures to keep the cast and crew on their toes and pushing them back to
the sanctity of the hanger.
A handful of survivors make it back to the hanger alive, though only through some injured
marines making their last stand to buy their colleagues. Are any of the cast injured enough to
fall in this last stand scenario, or will people band together to keep everyone alive and
together?
Either way, the whoever makes it back to hanger gets the door sealed up and start setting
up a defensive line.

ALIENS BLOOD
PAGe 90

Phase Five: Breakthrough


The commanding officer aboard The Vengeance isnt pleased about the casualties and
failure of the mission into engineering. He has decided to go down a different route, getting a
small crew of specialists into the bridge to of The Eden to set up a remote control device so
they can take control of the craft. In the meantime, the USCM send over a small one-man
shuttle with further supplies and weapons, and an additional soldier: a combat synthetic
named Knight.
Due to horror stories that have floated around regarding androids and their twitchy nature,
most of the Marines are inherently untrusting of these synthetics: incidents involving wiped
out colonies and starships, ghost ships found light years of course, and space stations falling
from a crumbling geosynchronous orbit. Its easier to blame the machine than a human
element, and unfortunately this prejudice is inbred in many serving soldiers.
The main focus of this phase is to secure the hanger for the inevitable. The cast has the
ability to set up sentry cannons, weld doors, and move packing crates and shipping
containers using the powerloaders in the hanger to form defensive lines and bottlenecks.
Theres two main entry points into the hanger from the rest of the ship: the cargo lift that the
cast originally entered the hanger through, and the entrance that the cast attempted the failed
exploit into the engineering deck. Another entry into the hanger is the airlock, which remains
magnetically sealed beneath the dropship thats hanging in the docking crane. Its worth
reminding people that as part of the quarantine, anything that tries to leave the ship will be
shot down to ensure the aliens dont spread to other crafts. Other ways that may have been
overlooked, or harder to cover, are the multitude of airshafts and conduits that riddle the
floors, ceilings and walls especially higher up, out of reach.
Obviously, the attack will come but try and time it when its least convenient (as if there is
a convenient time to have a horde of demonic creatures from the darkest reaches of space
break down your doors). Mid-conversation, perhaps: or adjusting the final setup of any
defensive countermeasure.
The battle arena is a large area with a number of lines of defence, with sentry cannons at
the frontlines, marines armed with pulse rifles and smartguns in the middle, and the sanctity
of the dropship itself as a final last-stand: Its worth remembering that days could have
passed since the initial appearance of the aliens, and on a craft with 2000 crew and just as
much livestock, the chances are that the hive now is working at an overwhelming capacity.
Though the battle wages, its unlikely that the assault will work for very long: The sheer
number of creatures will be able to either confuse the tracking of the sentry cannons, or
swamp them entirely, making a meagre dent in their numbers. For some soldiers that may
have survived their time in the Inferno, they may have a good idea about what to expect:
others, however, may have no idea what to expect, and the overwhelming numbers may be

ALIENS BLOOD
PAGe 91

enough to make them need to have numerous fear check while they try to get to grips with
whats happening. Both sides will suffer losses, though the Marines will suffer more, and
somewhere along the line, a last stand should be called for in the dropship.
Sealing themselves in the shuttle craft while the aliens scuttle and scramble over the hull,
the survivors are faced with few options, though one may sit just below them: Blowing the
airlock will vent the bay, and keeping themselves safe in a space-ready craft will certainly
give them the advantage.
By all means, let them do this: aliens being pulled out the craft and into the field of fire will
demonstrate just what will happen if they try to escape The Eden. Not all the creatures will be
sucked out, though, and the cast may be a little surprised when they seem unfazed by the
sudden lack of oxygen.
Desperate times call for desperate measures. Still outnumbered by the creatures, the only
way out the hanger, it would seem, is through: the dropships facing a bulkhead that
separates the hanger from the next section, a cargo hold. It may be filled with more
creatures, or it may offer a chance of sanctuary. Firing as many weapons as the dropship
may still be loaded with to damage and weaken the two-foot thick steel bulkhead.
If the cast is lucky and the weapons do as much damage as they can, they can punch a
hole big enough to force the cockpit and most of the front of the craft through, providing an
ingress into the adjacent cargo hold. If they cant break through completely, a suicidal
ramming attack should be enough to provide the same result, though with the chance of
losing whoever decides to pilot the craft on its short and deadly journey: the afterburners will
have to be on full power to punch through whats left of the wall.
If the cast dont do this, then the aliens will eventually break in through the hull and expose
everyone to vacuum if they havent closed the airlock. If they have closed the airlock, then
theyll just be exposed to the aliens, and a grizzly death will ensue.

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PAGe 92

Phase SIx: Under Pressure


The cast may finally experience a lucky break in this cargo hold, as the aliens or their hive
structure has not invaded it. Yet.
Give them time, though: the hole in the bulkhead between the hanger and the cargo hold
has been plugged by the dropship, but that wont hold forever, and the army of aliens on the
other side are just waiting to invade again.
The cargo hold is filled with crates and containers larger than those in the hanger. These
need to be moved by the large cargo crane that can cover the entire distance of the mile-long
cavernous hold, but any attempt to access the crane will only waste time, and find out that
theyre missing the access codes to activate the crane. Even applying a little technical knowhow may get it activated, but by then, theyll have wasted time and possibly have the alien
breathing down their neck again.
The cargo hold also contains two large water containers which continuously cycle and
oxygenate water for one of the many domes that lines the ships exterior an aquatic dome
named the aquatorium. There is hatchway between these two tanks that leads down into the
aquatorium, and his is the only way out the cargo hold that doesnt involve fighting an
endless wave of aliens, and has an electronic keypad that can be hacked with a difficult
Intelligence or Intelligence and Electronic Lock Picking task alternatively, a simple
perception task will uncover a note thats been attached to a nearby crate that reads Dave,
the code is FATHER. For Christs sake, dont forget it, or leave this lying around for anyone
to find.
The aquatorium itself is at the bottom of a long vertical access shaft that is able to allow one
person at a time. It carries a number of different livestock destined for transfer to another
destination, including seven great white sharks and a large genetically modified creature
called a Draconis shark.

DracOnIs Shark
STR ENG TH
INTELLIG ENC E
DEa D P OINTS

10
3
78

CON STIT UTIO N


PER CE PTI ON
SPE ED
ESS ENC E
POO L

7
7
18

DEX TE RIT Y
WILLPOW ER

7
2

While the Draconis shark prowls the


murk of the dome relatively unmolested,
the sharks have fallen prey to
END URaN CE
N/A
36
impregnation, creating a number of
aliens that have adapted remarkably well
ATTA CK:
BITE D4 x S TR ENG TH **
to an aquatic environment. The results of
SKILLS:
BRAWLIN G
4
this can be clearly seen from one of the
SWIMMING
5
many observation and control rooms that
look out into the tank that the sharks live in that the cast and crew decide to use as a
temporary base of operations.

ALIENS BLOOD
PAGe 93

From the observation room, the upper service levels of the holding tank can be accessed. If
the cast venture up here, theyll find a handful of egg casings that have been left on one of
the catwalks criss-crossing the tank. Theyll also be attacked by the aquatic strain of alien,
who are perfectly capable to operate out of water just as well as they in it.
The aliens will also attack the Draconis shark: though theyve been relatively wary of it so
far due its overwhelming size and have remained in a relatively docile state, the arrival of the
cast is enough to stir the bloodlust inherent in both their host and their own biology.
The underwater fight is enough to slosh water over the catwalks, causing them to become
slippery and dangerous and a hazard anyone unfortunate to be on the catwalks during the
alien battle with the Draconis will need to pass a simple Dexterity test to remain on the
catwalks: failing this will result in falling over the railings into the holding tank, and having to
hastily climb back onto the walkway before theyre drawn in to the fight.
The fight will eventually cause some stress fractures on the observation window, giving a
hint about what will be happening in the future to the particularly perceptive. Theres a
number of IRC Mk.50 pressure suits available in the facility, in place for when maintenance
needs to be carried out, and it may be a good idea to get these on once the cracks start to
appear. How long the window holds is at the ZMs discretion, but when it does break,
thousands of gallons of water from the tanks above will flood the entire dome: anyone not
prepared for it will drown.
With the dome now flooded, all the corridors are under water. Speed is reduced by half for
the cast, and they also incur a -4 penalty for any dexterity test; however the aliens suffer no
such penalties due to their aquatic nature. Combat in this situation will be difficult, though not
impossible, but with the threat of the aliens and their tactical advantage in the water, and the
distinct possibility that the rest of the horde is bearing down on the opening of the shaft as
they wade through the flooded corridors.
The best way is down and out

ALIENS BLOOD
PAGe 94

Phase Seven: Outer Hive


The bottom of the aquatorium houses an airlock that leads out to the outer hull of The Eden:
anyone not familiar with zero-gravity or spacewalks will need to roll a difficult Perception roll
to not freak out and lose their bearings, or become suddenly overwhelmed at their sudden
insignificance in comparison to the size of the universe around them.
High above them (or below theres no up or down in space, which is one of the most
confusing factors of the zero-gravity spacewalk) hangs the shape of The Vengeance, the
Marine escort craft that is tethered to The Eden by number of docking clamps and sealed
access tunnels that is accompanying the craft on its journey back to Gamma Outpost. The
Marine craft is blissfully unaware of the cast on the hull of the ship, and its very unlikely they
could attract the attention of the Marines even if they were scanning for people walking on
the outside of the ship: in olden days, a good old fashioned signal fire would be enough to
attract an overhead plane or distant ship; obviously, the cast cant do that.
Someone may suggest pushing off from the ship and chancing a free-floating, unaided
transfer from one ship to another. Remind them that anything more than 2 meters from the
surface of The Eden will be targeted and destroyed buy the USCM vehicle tagging alongside.
The only way is to proceed is to move on the next airlock: The closest is only a couple of
hundred of meters away; the second closest to that is almost a mile away. Feel free to
suggest that the way to that entrance would be an arduous journey fraught with peril, danger
and the unknown: the closest airlock is within line of sight.
Of course, the skinwalk wont be as smooth as the cast would hope: aliens are able to
survive in hard vacuum, and what may have been a small meteor embedded on the surface
of the ship is actually a small mound of the alien construction that a small group of the
creatures are currently crawling over.
Combat in zero gravity is different to the submerged tunnels of the aquatorium See pages
65 66 in All Tomorrows Zombies. The outside of the craft is open an open area so its
difficult to try and find a place to brace yourself against: however, the aliens are unable to
control and move as fluidly as they would in water: feel free to have a couple overestimate
their jumps and drift out the safe zone of The Edens hull and in to the firing line of The
Vengeance: the large rounds of the ship-to-ship weaponry is likely to leave clouds of
fragmented limbs and crystallised formations of acid blood. Dont forget to have fun.
The airlock itself is obviously locked and coded, needing to be hacked to open. If comtech
isnt present, this might take a little longer than the cast would like - especially if they elected
to make a run for the airlock instead of trying to clear out the aliens first.
Any survivors manage to make it into the airlock and seal the doors up behind them before
removing their pressure suits.

ALIENS BLOOD
PAGe 95

Phase EIght: Inner HIve


Popping the inner lock of The Eden brings with it the foul stench of rot and decay, and the
sickly heat of an interior of a ship reworked by the aliens.
The interior of the ship is no longer recognisable to any members of the crew. Doorways
have been blocked, walls have been torn down to create tunnels and doors were they didnt
exist before to serve the needs of the creatures, and their thick, resinous coating covers
every inch of the decking and walls.
Any maps on data tablets that the cast may have are now also obsolete: these arent linked
to any kind of real-time update, rather just copies of the schematics and only show the ship
how it used to be.
There is ample opportunity to explore what parts of the ship, if the cast wish. Of course it will
be deadly: the aliens could be lurking anywhere in their baroque biomechanical nest, and the
neglected ship itself could have all manner of environmental dangers just waiting to be
unleashed on them.
Anyone who may have commented on the docking tubes while outside, or passes a simple
Intelligence role, can come to the conclusion that the best way for them to survive would be
to try and find one of the airlocks The Vengeance is tethered to and attempt to cross over.
Get out of the infested ship and into the sanctity of the Marine craft.
The only way out is through, though: through the hive itself, and the main nesting area.
While the cast has been off having their adventure, the Queen has relocated to a more
central nesting area in a large dome filled with livestock for an immediate access to breeding
material.
By now, the cast may well be running on low ammunition and low on steam: As the cast is
near one of the larger livestock domes, theres a handful of veterinary clinics nearby that
have facilities suited for holding life animals which, at a push, can be used to secure a place
to rest and hold up. This is also the place that David May (page 29) can be found if not
already being played out by a cast member. Its clear that several attempts have already
been made to hold out in these pens, some of them less successful than others. Some
supplies may be available in these areas: weapons, ammunition, or rations if the ZM wants to
throw them a bone. Plenty of blood splashes, too, but no bodies, however: theyve been
harvested for breeding, building or both.
If anyones mechanically inclined or good with a set of tools and some materials (and the
jury-rigging quality wont go astray in this situation, either), a few additional weapons can be
cobbled together using pieces from the discarded spacesuits and other items they can find
lying around the veterinary clinics.

ALIENS BLOOD
PAGe 96

The nest itself is a maze of dark tunnels and corridors of resin; if David May is in the group
as an NPC, then he can offer some assistance in negotiating the hive as hes able to walk
around unmolested if hes on his own, due to his unusual characteristics. The walls are lined
with the dead, and spent eggs littering the ground. A thin layer of mist lingers over the floor,
obscuring thick roots of the alien material that can hinder movement if the cast tries to move
too quickly though it (difficult Dexterity test). Time to play on the fears of the cast: they know
what the aliens are about, what theyre capable of, and how easily they can blend in to their
environments. Nows an ideal time to slip in to a mix of tension building, followed by a little
all-out action action that reaches its pinnacle when the route to the airlock takes them
directly through the main egg chamber.
Fear tests all around for the cast: This will be the first time theyve seen the queen in all her
glory: suspended from the ceiling in her cradle, her immense ovipositor churning out egg
after egg with no sign of stopping. The engine of death, the creator of all these creatures that
have effectively wiped out the entire ship, with a field of fresh eggs between them and
escape. Skirting around the outer perimeter of the nest is certainly an option, though theres
always the chance that an alien hiding in the wall will spring out. Flamethrowers are certainly
one way to deal with the eggs, but at the cost of angering the queen: The cast wont have
enough ammunition to take down the queen, regardless of this.
However the cast manage to reach the corridor leading to the airlock and freedom, they
attract the unwanted attention of aliens and queen alike. Its time to make a run for freedom,
and make the most of every weapon and piece of equipment they may have: the horde is just
behind them.
Of course, once theyve reached the airlock door, they still need to get it open

ALIENS BLOOD
PAGe 97

Phase nIne: Catwalk


A short phase in the story, but pretty intense none the less. The cast need to break through
both the inner and outer airlocks of The Eden, run across the sealed docking tube that links
The Eden to The Vengeance, and open and close its outer airlock to put some space and
some barriers between them and the alien horde.
Three airlock overrides and a short sprint through a gravity-free tunnel (more of a push and
glide than a running sprint) with untold numbers of aliens behind them. Simple, right?
As simple or as tense as you want to make it: the number of success levels required to pop
each airlock when it comes to hacking the codes can vary, depending on the levels of
success you feel is needed. An inner lock may be easier to open (with two success levels,
perhaps), but an outer lock needs to remain secure unless a specific override is entered to
break the outer seal (maybe with four or more success levels).
Negotiating the catwalk would be easy in normal situations: the gangway is a tunnel
approximately fifty meters long, a construction made of reinforced Perspex and concentric
metal frames that create a flexible tube connecting the two ships, with handholds dispersed
at two meter intervals. The give in the tube can cause a little confusion initially, a little trick
that can lead to some disorientation, and can easily mimic the sensations of the previous
skinwalk: with glass on all sides, and infinity on the other side. The cast are seasoned in zero
gravity, or at least have some experience in it now, and the enormity of the galaxy around
them now shouldnt be too much of a distraction for them. Normally, a jaunt through the
docking tunnel would be an ideal opportunity to stop and take your time to admire the view.
Of course, the aliens are coming, along with their Queen riding at the head of the pack.
They can operate in the zero-gravity environment a lot easier than a human, so their
movements are fluid, and a lot deadlier.
Combat in the tube follows zero gravity rules as previously mentioned, however the confines
of the catwalk offers a lot more in the way of handholds to brace for a firefight. The walls of
the conduit, while resilient, are by no means indestructible: explosive rounds and acid blood
can quickly take its toll on the structural integrity of the tether, and the resulting damage will
eventually poke a few holes in the sealed environment. This damage, twinned with the
overload of scrambling bodies as they try to haul their way through the corridor, will lead to
the breakdown of the tunnel and its eventual collapse, making the attempt to break in to The
Vengeance that little bit more vital- see All Tomorrows Zombies page 64 for hull breach and
exposure to vacuum rules, and how to play that out.
Pour on the pressure, and take note that if the tunnel ruptures, anything and anyone leaving
it will be flagged by the automated systems of The Vengeance and will be obliterated. More
acid blood only creates more holes in the structure: its a vicious circle.

ALIENS BLOOD
PAGe 98

Phase Ten: Vengeance


Have the cast survived? Have they escaped from The Eden, dropped the airlock behind
them, and watched as the docking tunnel has broken up and become obliterated as anything
and anyone that got sucked out the tube has been obliterated by heavy gunfire normally
reserved for ship to ship combat. Shimmering clouds of acid blood crystallises out in the
vacuum of space, and fragments of limbs topple eerily end over end. A few talons twitch and
snatch at nothing in their death throes: twisted torsos and jaws snap as the dead are left
behind them.
The airlock remains sealed, giving the surviving cast the opportunity to collect their
thoughts, gather there senses and, for anyone who was exposed to the open and airless, allencompassing void and had their breath snatched from them, get some serious medical
attention from whatever meagre resources see All Tomorrows Zombies page 64 for how to
deal with exposure to vacuum.
After taking enough time to pull themselves together the cast can finally decide its time to
leave the airlock and get in to the ship itself. Some people may wonder why no Marines have
come to investigate why their airlock has been breached, or why the docking tube has been
destroyed.
Opening the inner lock shouldnt be too much of an issue by now: hacking electronic door
locks should be a regular thing that the cast have to deal with now, and as the doors open
The stench of death permeates the air and oozes in to the airlock chamber, a thick
cloying tang that reeks of the alien hive they have just left. Alien secretions coat the walls and
the roof, and sentry cannons that had previously been set up to guard the airlocks have been
knocked over and ripped apart. Its clear that The Vengeance has been infested by the
aliens, and from the looks of it, they have taken over.
Any Marines in the band of survivors are able to access one of the small armouries that line
the main corridor the airlock opens up in to, and theyll have the access codes and
fingerprints required to open up and restock on much needed ammunition and weapons: an
easy Perception test (or difficult Perception test with a -2 modifier for anyone unfamiliar with a
USCM ship) can find the entrance to one of these caches beneath the alien resin, which can
be cut through with relative ease if they still have a cutting torch available in their gear. If not,
its going to be a lot more difficult to break through, as the hive has had plenty of time to set
(see page 71 for information relating to the hive structure).
The armoury offers pretty much every weapon mentioned in this supplement (and anything
else you may care to imagine for this scenario just bear in mind heavy ordinance in an
enclosed starship isnt going to be good for either side).

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The best place to find out what happened would be checking in at the bridge: It would be
the most logical place for survivors to regroup, and its also where records and logs
pertaining to the events that occurred on this ship.
The Vengeance itself is around 300 meters in length, with 2 main decks, 3 engineering and
maintenance decks, and one large deck for living quarters and barracks. The deck the airlock
is situated on is the main deck, offering a relatively straight run to the entrance to the
command and bridge section, though the hive itself offers any number of hiding places for
aliens. Be as generous or deadly as you want with them, giving them enough of a free reign
to explore and find many scenes of grizzly death and the aftermath of skirmishes and battles;
enough to remind them that theyre on a ship that was filled with highly trained soldiers that
appear to have been wiped out entirely by these creatures.
Unfortunately, the bridge is the same as the rest of the craft. Covered in the resinous
material that makes up the hive, control panels have been hidden and masked over with the
strange growths. The captains chair is the focal point of the room, and has a human corpse
webbed to it, with a spent egg at the base of his feet and his chest burst open. The small
console on the arm of the chair isnt as well masked as the rest of the room, and his log can
be viewed on the screen: in fact, his hand is free and lies over the small keypad, gnarled
fingers twisted and poised over the keys. It looks like he was able to update the log and keep
it up to date until the very end.
The console details what has happened aboard The Vengeance, though some details seem
to have been lost or removed from the logs: its possible that the humidity and the hive
structure has damaged the internal servers of the craft. The logs tell the following story: Feel
free to embellish it how you feel.
Shortly after the failed attempts to redirect The Eden via the engineering deck, a small crew
was dispatched to the front of the craft via a dropship to attach a remote device to the control
panel in the bridge. With the rest of the ship possibly overrun with the aliens, the technicians
made their way in to the bridge by blowing open the main viewing port and exposing the
front-most sections of the ship to vacuum, effectively flushing out any living creature and
enabling them access to the controls. The video feeds showed the bridge had been changed
with the same organic growths that cover The Vengeances bridge now. Though a remote
link was established with The Eden, the crew were lost in an attack by the creatures, and the
dropship was forced to pull away from the craft and return to The Vengeance.
With the task a success in the sense the mission objectives were achieved, both ships
were turned around and headed for Gamma Outpost, with arrangements made to have an
immediate quarantine put in place when the ships reached drydock. Orders were given that
they would then be kept separate and secured until the company arrived.
Though no one knew at the time, some of the creatures managed to infiltrate The
Vengeance, possibly by using the dropship from the bridge infiltration. The number of
creatures and how they spread is unknown: they bided their time until they had sufficient

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numbers to start whittling down the soldiers aboard. By the time they knew what was
happening, it was too late. The ship has suffered a lot of damage from the fights between
Marines and aliens, both inside and out, with a number of explosive weapons having ripped
holes in the hull.
The course for Gamma Outpost is locked in to the navigation controls, but the captain had
been working on a new course while hed been strapped to his chair. He has been been
working on a new course which, while in continued on the journey to Gamme Outpost,
instead of docking with the station it takes the craft down and crashes both The Eden and
The Vengeance into the planet Gamma Outpost orbits.
Any pilots in the cast can recognise the plan and suggest it be carried out. The dropship left
aboard the craft would serve as an ideal escape vehicle, and although its in the rear section
of the craft, an access shaft from the bridge leads down to the maintenance decks, which
should provide a straight run through to the hanger.
It should only take a few minutes to activate the flight program and lock in the final
destination: It might also be worth mentioning the automated weapon system should be
disabled so the dropship doesnt get blown apart when it leaves The Vengeance. While this is
happening, the sleeping denizens of the alien hive are starting to wake up, and cover needs
to be provided while the designated programmer activates the program and deactivates what
they can.
Time to give those new weapons a really good testing

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Phase Eleven: Marine Corpse


The program is set and both spacecraft are on a date with a planets surface. The ships are
already close to the planet it should be a matter of hours until they make planetfall. All the
cast need to do now is leave the sinking ships.
Though the aliens are baying for blood at the door to the bridge and blocking that exit, the
access hatch is just beside the captains chair, and will need to have some of the resin cut
away to free it up and open up the access panel leading in to the maintenance decks below.
The short access shaft is tight, packed with power conduits and utility pipes that make it
tight, only able to cope with the cast in single file, and leads to the motorpool for the ship. The
access panel can be easily sealed up behind the cast, and the confines of the shaft means
its difficult, if not impossible, for the creatures to break through the shaft. That doesnt mean
theyll stop trying, though, and the constant pounding against the sealed door will be a
constant distraction to the cast as they pull themselves together for what promises to be the
last leg of their journey: a 300 meter race from the front of the craft to the hanger at the back.
The motorpool is filled with tools and spare parts, plenty of pieces that can be used by an
inventive engineer or anarchic person to construct a few improvised weapons, or heavy
power tools that can be applied in a way that the manufacturer didnt intend. Theres also an
APC in the motorpool that has recently undergone some minor repairs to the suspension: Its
the first lucky break the cast had probably had since the first egg opened on The Eden.
The even better news is that the vehicle runs: anyone with training in how to drive it can get
it up and running without any complications, while anyone not familiar with it operates it at a
penalty of -2 for all tasks involving it, including driving and weapon operations: its simple
enough to use, but without that additional training required, things are a little bit harder to pull
off. Though the vehicle does work, the repairs have left it a little worse for wear: the
suspension isnt 100%, so speed needs to be kept at a low level to ensure it doesnt fail or
blow a transaxle: theres nothing worse than grinding metal.
Saddle up and ride out theres a straight stretch of wide corridor (thats obviously riddled
with alien growth and filled with aliens). Its probably not advisable to open up with the main
turret, from a damage limitation point of view, but the forward mounted weapon is certainly a
good decision for chopping up aliens in their wake. Cast members may start pushing the
vehicle too much if they get carried away: giving them a warning that the vehicle is starting to
list to one side, groan, spit out sparks and smoke from the wheel housing, or even be getting
its tyres clogged with rapidly dissolving carcasses of aliens thats starting to eat away at the
hull may be enough to make them reel in their actions. However, the barrier of alien resin and
machine parts that has been erected by the creatures, sealing off the hanger from the rest of
the craft, certainly warrants an increase in speed and maybe a couple of rounds from the
main turret to soften the wall before crashing through it and sliding to a halt in the hanger
beyond.

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Its dark in the hanger. Pitch black, with the low-power emergency lights muted to the point
where they give out the dimmest of muted glows, clearly masked by something unknown. Its
quiet, too, an eerie silence that reminds the cast of the time they stood in space on The
Eden, like ticks on the side of a giant animal. Sensors aboard the APC are worthless,
something is interfering with them, and regardless of how gentle they were with the APC, its
now handling like a drunken cow. The floor is clearly uneven, the vehicle shuddering as they
drive around, and the headlights pick out the occasional details of glistening walls, fresh,
unopened eggs and eventually, the legs and ramp of the dropship sitting in the centre of the
hanger.
Driving up the ramp and raising it behind them gives them a self of safety: they still have to
check to make sure the dropship theyre in is clear of aliens (how many, if any, you want to
throw in there is up to your own devious discretion).
When its all clear, its time to power up the ship and its landing lights, and prep the dropship
for takeoff. If the cast was expecting a simple escape, theyre mistaken. You just let them
play around in an APC, what more do they want?
It only has its fuel cells at half charge, but more to the point, its locked in place by the
docking cradle, which, in turn, isnt responding because its gunked up with alien resin.
Just one more task: Get out there and clean up the dropship so it can take off.

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Phase Twelve: Royal Blood


Stepping out the dropship into the pitch black of the unknown is intimidating enough: fear
tests all around. Someone can activate the running lights of the dropship to give cast a little
more light to the situation.
The hanger is not only the centre of a hive: its also a nesting ground for another queen. Its
clear this one has been in place for some time, with eggs spread across the hanger: more
eggs than there have been hosts. The queen sits far to the back in one corner, surrounded
by her massive ovipositor. Theres not many aliens active in the hanger itself and most of
them are tending to the eggs, but a larger creature is moving around in the hanger to keep
the cast more than occupied while they try to get the docking crane operational.
The Praetorian is the elite guard that is tasked solely with protecting the queen and the
eggs: perhaps not present in the hive first seen on The Eden as it was a much larger, more
expansive and diverse hive with a large number of creatures to serve as a protective army.
The creature is large, powerful, and can shrug off most attacks, able to take an incredible
amount of damage before finally being put down.
If the cast does have any heavy weaponry, the open nature of the hanger makes it an ideal
place to open up, especially on this formidable opponent. Some of the cast may try to act as
a distraction while others work on freeing up the docking cradle. Anyone thats stayed in the
dropship may think its a good idea to provide additional covering fire with the mounted
gatling canon fixed beneath the nose, providing someone can lure the beast into the line of
fire.
Whether the Praetorian is defeated or not, the main objective is to cut the resin free from the
works without damaging the hoist too much. Cutting torches and flamethrowers will be
enough to remove the resin given enough time, though someone manning the controls of the
dropship to keep an eye on the hoist so they can monitor it and know as soon as its in
working condition may be a prudent decision.
Retreating to the dropship with their task complete, either the Praetorian, if its still alive, will
start slamming and attackint the craft, or it its dead, the smaller warriors will crawl out their
hiding holes and swamp the craft: with the protector down, its only natural that the queen will
rally her troops.
The cast can activate the hanger door from the main controls of the dropship, its the only
way out the hanger for them, but as the doors open and start peeling open, breaking apart
and resin that may coat it, a large creature darts into the opening from outside and lunges
into the hive.
The queen from The Eden has survived, crawling along the skin of The Vengeance and
instinctively being drawn to the location of the second hive, finding her way in to the hanger

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when the door open. Her presence is enough to cause a wavering uncertainty in the rest of
the hive; some my stop what theyre doing, others may turn on one another as the presence
of two queens causes an internal conflict as mentioned on page 71. If the Praetorian is still
alive, the intruding queen will pretty much kill it outright first, as it is the largest threat to her:
shes not concerned with the cast at this point, but with the hive.
The cast may be intrigued enough to sit back and watch the two queens hurl themselves at
one another in mortal combat. Dont be afraid to get down, dirty and vicious with it: this is two
mothers fighting for the right to control the children of the hive. Gouging, slashing, biting, tail
whipping; its all-out war in the ultimate catfight. While this fight goes on, the same happens
with the other aliens in the hanger: some remain loyal to the established hive, while others
side with the new interloper. A genocidal war rages while the cast initialise their final prep for
leaving the craft.
If one of the queens is killed, all the remaining creatures in the hive instantly fall under her
thrall, and turn on the cast. The ZM may decide to do this early on in the fight (either taking
advantage of any injuries the queen from The Eden may have, or proving its dominance over
the relatively immature queen of The Vengeance) to add a little extra pressure to the cast as
they try to leave the ship. Creatures may dive on to the craft as it leaves, knocking off the
controls and forcing a few rolls to keep control of the dropship and throw off the dead weight.
With a final whoop, and maybe a very victory rolls, the cast have finally escaped

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Phase ThIrteen: DIscharged


The tale has finally come to an end, and any surviving cast that managed to make it on to
the dropship and out The Vengeance get to sit back in the cockpit of the dropship, or
gathered around the monitor feed in the APC if theres too many, and watch as The
Vengeance and The Eden begin to peel away from one another, nearing the planet that
Gamma Outpost is in orbit around. The closer they get to the planet, the more they start to
glow as they begin to burn up and disintegrate in the atmosphere.
The cast have survived. But now what?
They launch was a quick and dirty takeoff, so they couldnt plan out a perfect trajectory and
course to the planet or the station now, not before they burned out all their fuel.
Not that it matters, of course, because the meagre supply of oxygen will run out before that
happens: Stocking up on everything wasnt top of their priorities when they were fighting
through an alien hive in the midst of a genocidal struggle for dominance.
What happens now is up to you, the ever-devious ZM. Do the cast embrace oblivion,
knowing that their actions have saves thousands of lives from both the fleet and their next
destination? Is their a salvage craft chugging away outside the limits of the station that can
pick them up? Are they able to send out a distress signal to the station and hope that they
can send out aid before air runs out?
Its your call.
If you are kind enough to let them survive after these weeks of hell, then feel free to consult
the AFMBE rulebook page 118 for typical experience rewards. These creatures are a lot
more deadly than your typical zombie horde. Id suggest 10 points, enough to bring a
standard Norm character up to the levels of a Survivor. Perhaps Marine characters get half
as many points, as theyre expected to survive.
Make the call.

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