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ONLY WAR

CREDITS
WRITING AND DEVELOPMENT
Mark Newman
BASED ON DARK HERESY, DESIGNED BY
Owen Barnes, Kate Flack, and Mike Mason
PLAYTESTERS
Alexander Farley, Emma Newman, Dean Rollinson,
Michael Snow

THE OBLIGATORY DISCLAIMER


Only War and all associated materials are property of
Fantasy Flight Games. Warhammer 40,000 is property
and copyright of Games Workshop Limited.
This document is produced under terms of fair use,
and is not intended to generate profit of any kind. It is
made by the fans, for the fans. Images used herein
were not produced by the author, and were sourced
from a variety of websites including google images
and deviantart. If Ive used something that belongs to
you and you either want it removed or your name
credited, please let me know and Ill be happy to
comply.
Any material used herein is not intended as a
challenge to or violation of any respective copyright.
All rights reserved to their respective owners.

FANTASY
FLIGHT
GAMES
Fantasy Flight Games
1975 West County Road B2
Roseville, MN 5 5113
USA
Only War is copyright Games Workshop Limited 2012. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Only
War, the foregoing marks' respective logos, and all associated marks, logos, places, names, creatures, races and race insignia/ devices/
logos/
symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer 40,000
universe and the Only War game setting are either, TM, and/or Games Workshop Ltd 2000-2012, variably registered in the
UK and other countries around the world. All rights reserved to their respective owners.

For more information about the ONLY WAR line, free downloads, answers to
rule queries, or just to pass on greetings, visit online at

www.FantasyFlightGames.com

CONTENTS
Changes to Chapter I: Playing the Game 7
Introduction ................................................ 7
Future Releases ........................................... 7
Changes to Chapter II: Regiment
Creation ........................................................ 8
New Regiments ........................................... 8
Colonial Marine Corp .................................. 9
Consultant ................................................. 10
Synthetic ................................................... 11
Corporate PMC.......................................... 12
Changes to Chapter III: Character
Creation ...................................................... 13
New Specialties ......................................... 13
Marines ..................................................... 15
Corpsman ........................................ 15
Infantryman .................................... 17
Line Officer ...................................... 19
Sergeant .......................................... 21
Smart Gunner .................................. 23
Auxiliaries .................................................. 25
Aviator ............................................. 25
Combat Engineer ............................. 27
Corporate Staff Officer .................... 29
Force Recon ..................................... 31
Scout Sniper .................................... 33
Consultants ............................................... 35
Colonist ........................................... 35
Engineer .......................................... 37
Executive ......................................... 39
Flight Officer .................................... 41
Medic .............................................. 43
Synthetics .................................................. 45
Combat Android .............................. 45
Sleeper Agent .................................. 47
Technician ....................................... 49
Changes to Chapter IV & V: Skills,
Talents & Traits ........................................ 51
New Skills .................................................. 51
Common Lore................................... 51

Forbidden Lore................................. 51
Scholastic Lore ................................. 51
New Traits ................................................. 51
Acid Blood ................................................. 51
Synthetic ................................................... 51
Changes to Chapter VI: Armoury ......... 53
New Weapons ........................................... 53
Solid Projectile Weapons ................ 54
Plasma Weapons ............................. 58
Flame Weapons .............................. 58
Low-Tech Weapons ......................... 59
Launchers ........................................ 59
Grenades, Missiles & Rounds ......... 61
Exotic Weapons .............................. 62
Weapon Upgrades .......................... 63
New Armour.............................................. 64
New Wargear ............................................ 65
Clothing & Worn Gear ..................... 65
Tools ................................................ 66
New Vehicles............................................. 71
ATV NR6 .......................................... 71
Caterpillar P5000 Work Loader ....... 71
Daihotai Tractor .............................. 71
Ejection Capsule .............................. 72
M22A3 Jackson Medium Tank ........ 72
M34A2 Longstreet Light Tank ......... 73
M40 Ridgeway Main Battle Tank .... 73
M577A1 APC ................................... 73
RT Series Group Trans ..................... 74
UD4L Cheyenne Dropship ............... 75
Changes to Chapter X: Adversaries &
NPCs ........................................................... 77
Civilian Personnel ...................................... 77
Military Personnel ..................................... 78
Synthetics .................................................. 82
Xenomorph XX121 .................................... 84
Surgical Removal.............................. 84
Gestation ......................................... 85
Inner Jaw .......................................... 86

are generated in the same way, Tests are resolved and


Fate points spent in the same manner, and movement
works the same way.
Of particular note are Only Wars rules for
Lighting, Flying and Gravity. Aliens: Only War by
the very nature of the setting takes place in exotic,
hostile alien environments. Take the time to
familiarise yourself with these rules, and it will pay
dividends once play begins.

CHAPTER I:
PLAYING THE
GAME
Welcome to Aliens: Only War, an adaptation of the
rules for Fantasy Flight Games Only War RPG. The
rules presented here allow you to use Only War to run
games in the Aliens universe, made famous by the
James Cameron movie of the same name.
As a unique and well-defined setting, Aliens: Only
War requires a plethora of new rules to run
effectively and you will find them below, broken up
by chapter in the same order that you will find them in
the Only War Core Rulebook. However, unless this
book says otherwise, refer to the Only War core
rulebook to resolve all other rules questions.
Aliens: Only War uses all of the same basic
rules and conventions as its parent game. The main
differences lie in character creation, equipment and
NPCs, each represented herein in their own sections.
Otherwise, this game is (rules wise) the same as Only
War; it uses the same ten-sided dice, characteristics
Isolation and Aliens: Colonial Marines), future
supplements will cover Prometheus in more detail,
Alien: Resurrection, the Predator movies, and

FUTURE RELEASES
If Aliens: Only War is well received, a number of
future supplements are already on the drawing board.
Since this core game covers only the original Alien
Trilogy (that is Alien, Aliens and Alien3) along with a
handful of elements from Prometheus and more recent
video games (Alien: Isolation and Aliens: Colonial
Marines), future supplements will focus on elements
missed out from other media, including the various
books and graphic novels set in the Aliens universe.
Additionally, there will be books covering
various dramatis personae, including all named
characters from the original Alien Trilogy and
Prometheus. Finally, there may even be material
covering Alien vs. Predator, and the fearsome Yautja
of the Predator franchise.
potentially other sources such as novels, graphic
novels, older video games and future movie releases.

about the myriad of private military companies


operating in Africa and the Middle East.
A game about a group of civilians can also
be a whole lot of fun, if a little more scary. Ordinary
people typically do not have access to stockpiles of
deadly military-grade weaponry, so encounters with
Xenomorphs are typically about survival rather than
victory. Its also entirely possible to mix and match
the two groups; we saw exactly this situation in the
movie Aliens, when Ellen Ripley and Carter Burke
accompanied the ill-fated platoon of marines to LV426.
Another alternative possibility for a game
would revolve around a group of synthetics; teams of
combat androids have existed in various media
throughout the Aliens franchise, including books,
graphic novels and video games, so such an
occurrence is not outside the bounds of possibility.
Finally, remember that whichever way you
choose to take your game, the goal is always to have
fun. Sure, this is a horror game about a terrifying and
malicious alien species, but that doesnt mean that it
has to be filled with grim determination and weeping
ennui. After all, its fun to be a little scared if it
wasnt, then we wouldnt enjoy the movies that
inspired this game.

CHAPTER II:
REGIMENT
CREATION
The following are new Regiments intended for use in
the Aliens: Only War setting. It should be noted that
these are not regiments in the sense normally
implied by a game of Only War; they represent a basic
training package appropriate to the setting that still
allows the characters to be used with the Only War
rules. Some of them are military, and some of them
are not. However, they are all compatible with one
another, and (hopefully) relatively balanced.
It should also be remembered that while the
United States Colonial Marine Corp (USCMC) is the
primary protagonist of this setting, that doesnt mean
that theyre the only protagonists. The player
characters may be government troops or PMC
operators working for a private interest, and they may
even be cooperating with the USCMC; if you want
real life inspiration for this kind of story, just read

operations. The Division is organized around three


infantry regiments.
The Marine Assault Unit, or MAU, is the
building block of Colonial Marine combat forces, a
reinforced battalion designed for independent deepspace operations far from reinforcement or logistical
support. At minimum each MAU has the logistical
capacity for thirty days of combat operations.
The MAU is commanded by a HQ platoon,
with a logistics platoon, maintenance company and
medical unit attached for non-combat support.
Additional combat-oriented support units include a
recon platoon, scout-sniper squad, and a combat
engineer platoon. A heavy ordinance company is also
attached for heavy fire support and aerospace defense,
and can include self-propelled artillery, anti-ballistic
and anti-space systems.
Two to four infantry companies provide the
heart of the MAU, with each company incorporating
support elements such as mortars, anti-tank and SAM
missiles that can be distributed among their line
platoons. If sufficient starlift capacity is available, an
armored company of fourteen tanks may also be
attached. An Aerospace Drop Group and some Attack
Group elements are also attached to the MAU, while
the number and type of USAF Fleet units varies
according to mission type and size.
The organization of the rifle platoons is
representative of the USCMC doctrine of small,
autonomous infantry units capable of independent
action on a non-linear battlefield. The platoon
commander, a lieutenant, is assisted by one or two
Synthetics as technical and scientific advisers, medics
and drivers. The platoon is divided into two sections,
which are further divided into two squads of four
Marines each. Each section is led by a sergeant and
includes a driver for an APC. In addition, during Drop
operations each section is assigned a UD-4 Dropship
from the aerospace company team. Including the
platoon commander and crews for the dropships and
APCs, a full-strength rifle platoon would number
twenty-five Marines, though in practice the platoon
operates with fewer personnel.

COLONIAL MARINE CORP


See, these Colonial Marines are very tough hombres.
They're packing state of the art fire power there's
nothing they can't handle.
- Carter Burke, Weyland-Yutani Special Projects
Director
The United States Colonial Marine Corps
(USCMC), commonly known as the Colonial
Marines, is the successor to the United States Marine
Corps and is the United Americas' primary "force-inreadiness", who are at all times ready for immediate
deployment without any additional reinforcement,
training or provisioning. They specialize in force
projection, being able to operate independently in
environments far from home for extended periods
thanks to their technological prowess and sizeable
space fleet at their disposal.
The Colonial Marines, along with the United
States Army, are part of the United Americas Allied
Command. The primary duties of the Colonial Marine
Corps are to maintain security for all United Americas
signatories and at all extraterrestrial colonies that fall
under United States of America's control, and serve as
the vanguard of any major combat operation. They
have fought on more than two dozen worlds,
including Tientsin (8 Eta Bootis A III), Helene 215,
Linna 349, BG-386, LV-1201, LV-742, and the
infamous Acheron (LV-426).
The USCM is the major striking element of
the United Americas Allied Command, and is the
nation's only major means of forcibly entering a
hostile area from space. Its ability to project power on
distant worlds makes it an essential element to the
nation's security, and as such its versatility and
responsiveness are key in any crisis at all times.
Each Colonial Marine Division is a balanced
force of combat, service and support elements
allowing for orbital assault and sustained ground

COLONIAL MARINE CORP REGIMENT RULES


Characters belonging to the Colonial Marine Corp gain the following advantages:
Characteristic Modifiers: +3 Agility, -3 Perception, +3 Willpower and +3 to any one other Characteristic.
Starting Skills: Common Lore (Colonies), Common Lore (USCMC), Linguistics (English), Operate (Surface)
Starting Talents: Combat Formation or Double Team, Peer (USCMC), Rapid Reaction,-- Rapid Reload
Corporate Educated: Most citizens are educated in schools and colleges owned or funded by huge multinational
corporations, and the corps are careful to educate their pupils only in a cost-effective manner. Colonial Marine
Corp characters suffer a -5 penalty on all Esoteric Lore (Int) Tests.
Well-Provisioned: Colonial Marine Corp characters receive a +10 bonus on all Logistics tests made to obtain fuel
and parts for repairing and maintaining M577 Armored Personnel Carriers and UD4L Cheyenne Dropships.
Wounds: Characters from this regiment generate starting Wounds normally.
Standard Regimental Kit: 1 M4A3 pistol with 4 clips, 1 flak vest, 3 B15 frag grenades, knife, combat uniform,
work uniform, poor weather gear, rucksack, basic toolkit, mess kit and water canteen, blanket and sleep bag, TNR
shoulder lamp, grooming kit, dog tags, 4 weeks MREs, radio with headset, wristwatch, ME3 hand welder, 1 M577
Armored Personnel Carrier per squad and 2 M314 motion trackers per squad.
Favoured Weapons: M41A Pulse Rifle, M56 Smartgun

requiring extensive training. As a result, all but the


most menial of labourers are educated to at least
University level, with many consultants possessing
Post-Graduate degrees in Engineering or the Sciences.
University campuses and Aeronautics training
facilities can be found not just on Earth, but also on
Luna, and even as far away as Mars. Even someone
who might be considered a blue-collar grease-monkey
is likely to possess at least a degree in aerospace
engineering.
Another common factor amongst most
civilian consultants is an ICC license. The Interstellar
Commerce Commission is the central organisation
through which interstellar trade is conducted and
monitored, and they operate independantly of national
governments. All trade vessels and crew members are
required by law to hold an ICC license, and revocation
of a license can end a promising career. Because ICC
approval is required to work off-world, most civilians
are reluctant to take any sort of action that might
jeopardise their license. In nearly all cases, no license
means no job.
Despite all of this, one shouldnt think of
civilians as academics with little physical capability;
space travel and life on hostile alien worlds requires a
special breed of people. Human crews and colonists
tend to be tough, strong-minded, resourceful
individuals who are very good at their job. When the
chips are down, these everyday heroes can be every
bit as driven as their military counterparts.

CONSULTANT
Shes supposed to be some kind of consultant.
Apparently, she saw an Alien once
- Corporal Ferro, USCMC
Despite the breadth of training available, the
USCMC cannot prepare its troops to cover all
eventualities. At the heart of it all, they are
professional soldiers, and view the world as such. As
a result, sometimes it is necessary to bring in civilian
consultants, people with non-military skill sets that are
nevertheless vital to the completion of a mission or
objective. Consultants often have a hard time
adjusting to the rigours of a military lifestyle, and few
stay with the USCMC for longer than they have to.
Most civilian consultants are born within the
Sol system on either Earth or the Olympia colony on
Luna. However, thanks to the widespread colonisation
of other star systems, this is by no means a given.
Humans are nothing if not diverse. The nuclear family
is considered vital to modern colonisation efforts, and
the human population of near-earth space has
exploded in recent decades. Most human colonies are
thriving, bustling communities, and even small
settlements can contain dozens of families.
However, despite the rise in off-world
population, scientific research, off-world construction
and crewing a starship are still highly specialised jobs

CONSULTANT RULES
Consultant characters gain the following advantages:
Characteristic Modifiers: +3 to any three Characteristics, -3 to one Characteristic.
Starting Skills: Common Lore (choose one), Linguistics (choose one), Tech-Use, Trade (choose one).
Starting Talents: Paranoia or Light Sleeper or Unremarkable, Peer (choose one), Weapon Training (choose one).
Civilian: Consultant characters suffer a -10 penalty on Interaction Tests with military personnel, including
Colonial Marines and PMC operatives.
Wounds: Characters from this regiment have 1 fewer starting Wounds than normal.
Standard Regimental Kit: Job-appropriate clothing, briefcase or rucksack, basic toolkit or dataslate or medikit,
cellphone or radio with headset, wristwatch.
Favoured Weapons: Fire Axe, U4 Firebomb

10

chassis upright. Though the muscles can withstand


considerable wear, the lack of self-repair capabilities
means they will eventually lose their strength and
become increasingly elastic. Regular overhauls are
required to maintain efficiency, and individual
elements should be replaced every two years
depending on workload. The circulatory fluid is a
form of white liquid latex used to lubricate their
interior systems.
Current Synthetics typically possess an
integrated Carbon 60 processor brain with a
processing speed of 1015 floating point operations per
second. Memory capacity includes 1 terabyte of fast
cache buffer RAM and 1.2 petabytes of non-volatile
memory. The system is built around a powerful
heuristic logic driver, designed to make decisions
based upon sensory data, experience and vast inbuilt
databases. Intuitive functions are derived from a suite
of nested contextual and semantic programs linked by
self-mapping loops of tangled hierarchies. However,
an android's ability to understand abstract concepts
and symbolism, though powerful, is limited. A
Synthetic mind and personality is essentially a
construct, and there is no true self-awareness as such,
though this may not be at all apparent to an untrained
observer interacting with a unit.
Those androids designed for close social
interaction with humans are able to eat and drink,
though they gain no nutrients from anything they
consume. Food and drink is stored in an artificial
stomach cavity, and must be expelled via vomiting or
catheter. Androids display synthesized emotion,
superficially register self-awareness and, most
importantly of all, have the ability to conceptualize
and offer opinion. However, these capabilities do not
infer human-like consciousness, even though for all
intents and purposes synthetics are AI.

SYNTHETIC
It's just common practice. We always have a
synthetic on board.
- Carter Burke, Weyland-Yutani Special Projects
Director
Synthetics, also called androids, are bio
mechanical humanoids. They are robots that closely
emulate humans in both appearance and action.
Although an android's cosmetic appearance would
seem to be a superfluous feature, practical experience
has shown that most humans are psychologically
unable to interrelate with an inhuman-looking
android; as a result, the physical appearance and
simulated behavior patterns of androids are designed
to particular specifications. Their personalities can
best be described as passive or non-threatening.
The modern Synthetic is a complex
machine: stronger, faster and better coordinated than
an average human. The basic chassis is a carbon fiber
skeleton. The muscles are vat-grown silicon colloids
powered by pumped micro-hydraulics or electrical
stimulation. Power for the android is supplied by a 25
kW hydrogen fuel cell with a life of approximately
400 days between refueling. This power cell is located
within the android's chest; access is via a hidden
socket located just underneath the rib-cage, and it
usually takes at least 72 hours to fully charge.
As in humans, the skeletal structure is
inherently unstable and is effectively suspended by
the musculature. No limb locking, joint motorization
or gyrostabilisation is present as in other
anthropomorphic frames such as power loaders;
instead, the muscles must work actively to keep the

SYNTHETIC RULES
Synthetic characters gain the following advantages:
Characteristic Modifiers: +3 Agility, +3 Intelligence, +3 Strength, -3 Fellowship
Starting Skills: Common Lore (Synthetics), Linguistics (English), Logic, Tech-Use
Starting Talents: Chem-Geld, Foresight, Total Recall
Starting Traits: Synthetic, Unnatural Intelligence (2), Unnatural Strength (2)
The Laws of Robotics: A Synthetic character is subject to the following behaviour inhibitors; they may not take
any action that violates any of these Laws.
The First Law: A synthetic may not harm, or by omission of action allow to be harmed, a human being.
The Second Law: A synthetic must obey the orders given to it by human beings, except where such orders
would conflict with the First Law.
The Third Law: A synthetic must protect its own existence as long as such protection does not conflict with the
First or Second Law.
These laws should be strictly enforced by the GM, preventing synthetic characters from taking any action that
would violate any of these conditions.
Wounds: Characters from this regiment generate starting Wounds normally.
Standard Regimental Kit: Clothing and/or uniform, rucksack, basic toolkit, grooming kit, radio with headset,
wristwatch.
Favoured Weapons: None

11

manufactured weaponry. The majority of PMC


combat personnel usually carry M41A Pulse Rifles or
NSG 23 Assault Rifles, although some heavy troopers
are armed with M56 Smartguns. The PMCs who
operate inside sensitive laboratory environments are
additionally equipped with hazmat suits over their
armor.
PMCs also heavily employed fixed defences
as part of their operations, frequently using Turrets
and Remote Sentries to defend key positions. They
may even set up batteries of heavy anti-aircraft guns
in and around a facility to defend it from aerial
assault.
Outside of their role as corporate security,
many companies hire out their private security forces
to third parties. These include government officials,
small corporations without a security force of their
own, private citizens, charities, aid agencies and even
the occasional celebrity. In such circumstances they
are surprisingly discreet, acting as smartly presented
bodyguards and onsite security.
Because of their status as private contractors,
PMCs are often employed by government intelligence
agencies, allegedly making up around a third of the
workforce employed in the field. The deniability
offered by using non-government assets is an
attractive incentive for many covert groups, and PMC
troops can expect to be lumbered with the dirtiest and
most unethical jobs. Its a good thing that theyre only
in it for the money

CORPORATE PMC
The troops are Weyland-Yutani PMCs. Those are
guns for hire.
- Private Clarison, USCMC
Corporate Private Military Contractors
(PMC) are part of a privately owned military division
of a Corporation. They are charged with providing
security for the company's more sensitive operations,
and are deployed much in the same manner as the
Colonial Marines. As employees of a private sector
agency Corporate PMCs are well-trained, wellequipped and practically invisible to external
oversight.
PMC troops are often stationed aboard space
vessels and orbital facilities, overseeing research
being carried out by other corporate employees. They
are trained to fight in a variety of environments,
including planetside, aboard space vessels and even in
hard vacuum. They count among their number
specialists every bit as competent and experienced as
those within the Colonial Marines Corp.
PMC troops characteristically wear body
armor either in the colours of their parent corporation,
or appropriate to the environment in which they are
deployed. They are also usually heavily armed,
carrying an array of both military and privately-

CORPORATE PMC REGIMENT RULES


Characters belonging to the Corporate PMC gain the following advantages:
Characteristic Modifiers: +3 Toughness, +3 Weapon Skill
Starting Aptitude: Willpower
Starting Skills: Command, Common Lore (Corporations), Inquiry, Linguistics (English), Tech-Use
Starting Talents: Nerves of Steel
Abundant Resources: A squad from a Corporate PMC regiment starts with 10 extra Logistics rating.
Corporate Training: A Corporate PMC character may choose to start with Air of Authority or Peer
(Corporations).
Duty and Honour: Corporate PMC characters suffer a -10 penalty on all Charm, Inquiry and Deceive tests made
to interact with characters who are not corporate contractors, employees or executives. However, they gain a +10
bonus on all those same Skill Tests when dealing with corporate contractors, employees and executives.
Wounds: Characters from this regiment generate starting Wounds normally.
Standard Regimental Kit: 1 Good craftsmanship WY-88 mod 4 combat pistol with 6 clips, 1 good craftsmanship
flak vest, 3 B15 frag grenades, knife, PMC uniform, poor weather gear, rucksack, basic toolkit, mess kit and water
canteen, blanket and sleep bag, TNR shoulder lamp, grooming kit, 4 weeks MREs, radio with headset, wristwatch,
respirator, 2 UA 571-C Automated Sentry Guns per squad and 2 M314 motion trackers per squad.
Favoured Weapons: M56 Smartgun, NSG 23 Assault Rifle

12

In Aliens: Only War, there are five different types of Auxiliary


specialist that can be part of a Colonial Marine or PMC squad.
Aviator: A skilled pilot capable of providing transportation or
air cover, the aviator is vital to getting where you are going.
Combat Engineer: Also called pioneers or sappers, combat
engineers build things for their allies and destroy things that
belong to the enemy.
Corporate Staff Officer: Trained in one of the new corporate
military academies, corporate staff officers make up for a lack
of experience with a wealth of tactical knowledge.
Force Recon: These marines dont just provide recon, they
are also highly trained commandos capable of striking the
enemy where they least expect it.
Scout Sniper: Often operating in pairs far behind enemy
lines, the scout sniper is a valuable ally capable of accurate fire
far beyond that of most of their comrades.

CHAPTER III:
CHARACTER
CREATION
After choosing your Regiment, follow the steps below to create
an Aliens: Only War character. These steps are almost
identical to those found in Chapter III of the Only War Core
Rulebook; exceptions are noted.

STAGE 1: GENERATE CHARACTERISTICS


Generate Characteristics normally, as described in Chapter III
of the Only War core rulebook.

STAGE 2: CHOOSE SPECIALITY

CONSULTANTS

As a unique setting, the standard Only War Specialities would


be inappropriate for Aliens Characters. In the following section
are appropriate new Specialities intended for use with this
setting. Colonial Marine and Weyland-Yutani PMC Characters
choose their Speciality from the Marines or Auxiliary sections
below. Consultants and Synthetics choose their Speciality from
the section of the same name.

Civilian consultants are a surprisingly common sight on many


USCMC missions. Most consultants are brought along either
because they have more relevant local knowledge than standard
Intel can provide, or they are possess useful non-military skills
and training than can only be found outside the USCMC.
In Aliens: Only War, there are five different types of
Consultant that can assist a Colonial Marine or PMC squad.
Colonist: Tough, capable survivalists, colonists push forward
the frontiers of human exploration, establishing settlements on
new worlds across the galaxy.
Engineer: Space exploration requires advanced technology,
and sometimes that technology breaks down. The Engineer is
the go-to-guy (or gall) who fixes things that are broke.
Executive: A specialist in all things private-sector, if youre
planning any sort of dealings with the authorities then youll
want to bring an expert along.
Flight Officer: FTL space vessels are the backbone of
modern space travel, and the flight officer is one of the few
people extensively trained in their operation.
Medic: Covering everything from paramedics to surgeons, the
medic is the one who puts you back together when you end up
broken.

STAGE 3: MOVEMENT, WOUNDS, FATE, AND


SPENDING EXPERIENCE
Generate Movement, Wounds and Fate points normally, as
described in Chapter III of the Only War core rulebook.

MARINES
Marines are the basic grunts of the USCMC. They form the
bulk of Colonial Marine forces and face all of the risks of
fighting on the front lines. They are drawn from all walks of
life, and can be of any colour, creed or nationality.
In Aliens: Only War, there are five different types of
Marine that can be part of a Colonial Marine or PMC squad.
Corpsman: Battlefield medics, the corpsman provides
immediate treatment of wounds on the front lines.
Infantryman: The average USCMC grunt is the infantryman,
and they are the backbone of PMCs and the Colonial Marine
Corp.
Line Officer: Leading from the front, line officers are the
leaders who get their hands dirty with the troops.
Sergeant: The bridge between officers and enlisted troops,
sergeants are veteran soldiers who are an inspiration to their
men and a vital source of advice for their superiors.
Smart Gunner: Trained specifically to operate the M56
smartgun, these marines are strong, tough and deadly.

SYNTHETICS
Androids are common additions to most spaceflights and off
world missions. They are capable of completing tasks that
would be too dangerous for most humans, and they can be
programmed with skills and abilities as suits their assigned role.
In Aliens: Only War, there are three different types
of Synthetic that can assist a Colonial Marine or PMC squad.
Combat Android: Built and programmed for combat, these
androids are dedicated, single-minded and utterly merciless in
the pursuit of their orders.
Sleeper Agent: Some classes of android can pass for human
so well that they can make for excellent spies.
Technician: The most common type of artificial person in
existence, technicians see use in all walks of life across the
whole of human space

AUXILIARIES
USCMC Auxiliary personnel are highly trained specialists that
provide support to frontline troops. They typically see less
combat than most marines (although this is not always the
case), being far more useful for their situation-specific skillsets.

13

14

CORPSMAN
STARTING APTITUDES, TALENTS
AND MODIFIERS

Physically shes okay. Borderline malnutrition, but I


dont think theres any permanent damage.

Characteristic Bonus: +5 Intelligence.


Starting Aptitudes: Ballistic Skill, Fieldcraft,
Intelligence, Knowledge, Perception, Willpower.
Starting Skills: Medicae, Scholastic Lore
(Chemistry), Scrutiny.
Starting Talents: Swift Suture, Weapon Training
(Flame or Solid Projectile, Low-Tech).
Specialist Equipment: M41A Pulse Rifle with 4
Pulse Rifle clips (with U1 Grenade Launcher or
U7 Tac-Shotgun) or M240 Incinerator with 4 fuel
tanks, M3 Pattern Personal Armor, M10 Pattern
Ballistic Helmet, Injector, Medikit.
Wounds: 8+1d5

- Corporal Cynthia Dietrich


Corpsmen are combat medics, and they are utterly
vital to the long-term functioning of any military unit.
Very few soldiers complete a full tour on the front
lines without sustaining an injury of some sort, and
even very minor wounds can be fatal if left untreated.
The corpsman works in a wide variety of
capacities and locations, not just in combat. These
locations can including shore establishments such as
hospitals and clinics, aboard starships, and as the
primary medical caregivers for personnel while in the
field. Corpsmen are frequently the only medical caregiver available in many USCMC units on extended
deployment. Their most common role is as battlefield
medics, rendering emergency medical treatment in a
combat environment.
Because of the nature of their work,
corpsmen will often be expected to provide initial
treatment for wounds caused by explosives and high
velocity impacts. Burns and soft-tissue injuries are
also common, as is contamination of wounds by
foreign substances. Additionally, some injuries may
involve severe damage to muscle and bone, and may
require treatment of badly damaged or even severed
limbs. In extreme circumstances, the corpsman will be
required to supply palliative care to a critically
wounded comrade.
In Aliens: Only War, those Marines who
focus on healing wounded allies fall under the
Corpsman specialty. They have specialist training that
deals specifically with the most common wounds
associated with combat, including the psychological
damage that may be associated with combat in exotic
environments or against strange new species. That
said, dont assume that a corpsman is any less capable
in combat than any other marine; theyre still soldiers
carrying a plethora of lethal weaponry. The main
difference is that these marines are not just expected
to fight, they are also expected to treat wounded allies,
often under fire and in conditions that are anything but
sterile.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Corpsman Recommended Advances offers
some suggestions on which Advances to initially work
towards as you begin your career in the Aliens setting.

15

COMRADE ADVANCES
These are Advances that may be purchased by the Corpsman to enhance the abilities of his Comrade.

MEDIC!
Type: Order (Half Action)
Cost: 300 xp
Effect: A good assistant is invaluable when treating multiple patients. As long as his Comrade is within range of
communication, the Corpsman may perform Medicae Tests on any character next to the Comrade at a -10 penalty.

TRAINEE CORPSMAN
Type: Passive
Cost: 250 xp
Effect: The Corpsman is accompanied by a trainee, learning at their side in the field. For Extended Care Medicae
Tests, the Corpsmans Comrade counts as an assistant trained in Medicae. Additionally, the Corpsmans Medicae
Test suffers no penalty for additional patients.

CORPSMAN RECOMMENDED ADVANCES


Advance
Type
Page Prerequisites
Intelligence - Simple
Characteristic 65
Intelligence - Intermediate
Characteristic 65
Intelligence - Simple
Perception - Simple
Characteristic 65
Perception - Intermediate
Characteristic 65
Perception - Simple
Willpower - Simple
Characteristic 65
Willpower - Intermediate
Characteristic 65
Willpower - Simple
Awareness
Skill
76
Awareness +10
Skill
76
Awareness
Dodge
Skill
79
Dodge +10
Skill
79
Dodge
Logic
Skill
83
Logic +10
Skill
83
Logic
Medicae +10
Skill
83
Medicae
Scholastic Lore (Chemistry) +10
Skill
87
Scholastic Lore (Chemistry)
Scrutiny +10
Skill
88
Scrutiny
Tech-Use
Skill
90
Tech-Use +10
Skill
90
Tech-Use
Combat Sense
Talent
97
Per 40
Foresight
Talent
99
Int 30
Jaded
Talent
101
Wp 40
Light Sleeper
Talent
101
Per 30
Master Chirurgeon
Talent
102
Medicae +10
Nerves of Steel
Talent
103
Paranoia
Talent
104
Total Recall
Talent
106
Int 30
Weapon Training (Flame)
Talent
108
Weapon Training (Solid
Talent
108
Projectile)
These Advances may have already been granted by this Speciality during character creation.

16

INFANTRYMAN

STARTING APTITUDES, TALENTS


AND MODIFIERS

I wanna introduce you to a personal friend of mine.


This is an M41A Pulse Rifle, ten millimeter, with overand-under thirty millimeter pump action grenade
launcher. Feel the weight.

Characteristic Bonus: +5 Ballistic Skill or


Weapon Skill.
Starting Aptitudes: Agility, Ballistic Skill,
Fellowship, Fieldcraft, Finesse, Weapon Skill.
Starting Skills: Athletics or Survival, Common
Lore (USCMC, War), Navigate (Surface).
Starting Talents: Rapid Reload, Weapon Training
(Flame, Low-Tech, Solid Projectile).
Specialist Equipment: M41A Pulse Rifle with 4
Pulse Rifle clips (with U1 Grenade Launcher or
U7 Tac-Shotgun) or M240 Incinerator with 4 fuel
tanks; M3 Pattern Personal Armor; M10 Pattern
Ballistic Helmet.
Wounds: 8+1d5

- Corporal Dwayne Hicks


The Infantryman is a soldier that fights on foot,
specifically trained to engage, fight, and defeat the
enemy in face-to-face combat. The infantry are the tip
of the spear of a modern army, and continually
undergo training that is more physically stressful and
psychologically demanding than that of any other
branch, emphasizing teamwork in the deployment of
spontaneous, sustained aggression.
Often thought of as just grunts by
outsiders, the average Marine is actually one of the
most tech-savvy soldiers in human history. Even
given the presence of auxiliaries and other support
specialists, regular infantry still make use of motion
trackers, remote robot sentries and electronic hacking
tools. All Marines carry a basic toolkit for a very good
reason.
In Aliens: Only War, those Marines who
focus on perfecting a broad range of combat abilities
fall under the Infantryman specialty. Not simply
limited to the ubiquitous pulse rifle, an Infantryman
could be a master of CQB, a highly trained EOD
expert or a specialist in the use of deadly
flamethrowers. Whatever their weapon of choice,
these Marines make up the backbone of the USCMC,
and are a force to be reckoned with.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Infantryman Recommended Advances
offers some suggestions on which Advances to
initially work towards as you begin your career in the
Aliens setting.

17

COMRADE ADVANCES
These are Advances that may be purchased by the Infantryman to enhance the abilities of his Comrade.

COVERING FIRE
Type: Order (Free Action)
Cost: 200 xp
Effect: Infantry are by their nature team players, covering each others backs. For the next Round, as long as his
Comrade is in Cohesion the Infantryman gains a +10 to all Dodge Tests.

SUPRESSING FIRE
Type: Order (Half Action)
Cost: 300 xp
Effect: An experienced soldiers understands that volume of fire is often more important than accuracy. If his
Comrade is in Cohesion, all of the Infantrymans attacks this Turn gain the Pinning Quality.

INFANTRYMAN RECOMMENDED ADVANCES


Advance
Type
Page Prerequisites
Agility - Simple
Characteristic 65
Agility - Intermediate
Characteristic 65
Agility - Simple
Ballistic Skill - Simple
Characteristic 65
Ballistic Skill - Intermediate
Characteristic 65
Ballistic Skill - Simple
Weapon Skill - Simple
Characteristic 65
Weapon Skill - Intermediate
Characteristic 65
Weapon Skill - Simple
Athletics
Skill
75
Athletics +10
Skill
75
Athletics
Common Lore (USCMC) +10 Skill
78
Common Lore (USCMC)
Common Lore (War) +10
Skill
78
Common Lore (War)
Dodge
Skill
79
Dodge +10
Skill
79
Dodge
Navigate (Surface) +10
Skill
85
Navigate (Surface)
Operate (Surface)
Skill
85
Operate (Surface) +10
Skill
85
Operate (Surface)
Survival
Skill
90
Survival +10
Skill
90
Survival
Arms Master
Talent
95
WS 40, BS 40, Weapon Training (any two)
Crack Shot
Talent
97
BS 50
Deadeye Shot
Talent
97
BS 30
Hip Shooting
Talent
100
BS 40, Ag 40
Quick Draw
Talent
104
Sure Strike
Talent
106
WS 30
Target Selection
Talent
106
BS 50
Technical Knock
Talent
106
Int 30
Weapon Training (Heavy)
Talent
108
Weapon Training (Launcher)
Talent
108
These Advances may have already been granted by this Speciality during character creation.

18

LINE OFFICER

STARTING APTITUDES, TALENTS


AND MODIFIERS

Rise and shine, Marines. This isn't a drill and you


aren't in Kansas anymore. You are the last battalion
to be popped out of the vials. So I don't want to hear
any bitching, since we let you blockheads sleep in
late!

Characteristic Bonus: +5 Fellowship.


Starting Aptitudes: Agility, Ballistic Skill,
Finesse, Leadership, Perception, Strength,
Willpower.
Starting Skills: Command or Intimidate, Common
Lore (USCMC), Scholastic Lore (Tactics).
Starting Talents: Air of Authority, Jaded,
Weapon Training (Flame, Low-Tech, Solid
Projectile).
Specialist Equipment: M41A Pulse Rifle with 4
Pulse Rifle clips (with U1 Grenade Launcher or
U7 Tac-Shotgun), M3 Pattern Personal Armor,
M10 Pattern Ballistic Helmet.
Wounds: 10+1d5

- Captain Jeremy Cruz


In the USCMC, Line Officers exercise command
authority in the field. Many Line Officers lead from
the front, demonstrating to their troops by example
how they expect them to behave. They range all the
way from rigidly formal to rough-and-ready brawlers,
but whatever their leadership style they are almost
universally respected by their troops.
In Aliens: Only War, those Marines who
focus on combat leadership fall under the Line Officer
specialty. No military force can function adequately
without coherent leadership, and the Line Officer is
the chain-of-commands point of contact in the field.
Since Marines re often expected to engage
the enemy in highly fluid combat situations, the
USCMC doesnt want officers that rigidly follow
orders no matter what. If the situation changes, then
an officer is expected to evaluate the situation and
then take the course of action that most appropriately
facilitates the success of the mission. As a result, most
Line Officers have a keen intellect and an excellent
sense of small unit tactics.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Line Officer Recommended Advances
offers some suggestions on which Advances to
initially work towards as you begin your career in the
Aliens setting.

19

LINE OFFICER ADVANCES


The Line Officer does not work alongside a Comrade like other Player Characters. These Advances are gained by the
Line Officer and improve his ability to lead his men.

LEAD BY EXAMPLE
Type: Sweeping Order (Free Action)
Cost: 300 xp
Effect: It is said that a good officer leads from the front. Once per encounter, the Line Officer may lead by example.
All members of the Squad in communications range that have not yet taken their Action this turn may choose to take
the same Actions as the Line Officer with a +20 bonus.

LOOK OUT SIR!


Type: Passive
Cost: 300 xp
Effect: A good officer is loved by his troops. Whenever the Line Officer takes a hit that would kill him, any Comrade
in Cohesion may take the hit instead, being killed in his place.

LINE OFFICER RECOMMENDED ADVANCES


Advance
Type
Page
Prerequisites
Fellowship - Simple
Characteristic 65
Fellowship - Intermediate
Characteristic 65
Fellowship - Simple
Intelligence - Simple
Characteristic 65
Intelligence - Intermediate
Characteristic 65
Intelligence - Simple
Willpower - Simple
Characteristic 65
Willpower - Intermediate
Characteristic 65
Willpower - Simple
Awareness
Skill
76
Awareness +10
Skill
76
Awareness
Command
Skill
77
Command +10
Skill
77
Command
Common Lore (USCMC) +10
Skill
78
Common Lore (USCMC)
Common Lore (War)
Skill
78
Common Lore (War) +10
Skill
78
Common Lore (War)
Intimidate
Skill
81
Intimidate +10
Skill
81
Intimidate
Scholastic Lore (Tactics) +10
Skill
87
Scholastic Lore (Tactics)
Combat Formation
Talent
97
Int 40
Deadeye Shot
Talent
97
BS 30
Exotic Weapon Training
Talent
98
Inspire Wrath
Talent
101
Air of Authority
Into the Jaws of Hell
Talent
101
Iron Discipline, Fel 50
Iron Discipline
Talent
101
Fel 30
Nerves of Steel
Talent
103
Quick Draw
Talent
104
Radiant Presence
Talent
105
Fel 40
Rapid Reload
Talent
105
Sure Strike
Talent
106
WS 30
These Advances may have already been granted by this Speciality during character creation.

20

SERGEANT

STARTING APTITUDES, TALENTS


AND MODIFIERS

All right, sweethearts, what are you waiting for?


Breakfast in bed? Another glorious day in the Corps.
A day in the Marine Corps is like a day on the farm.
Every meal's a banquet. Every paycheck a fortune.
Every formation a parade. I LOVE the Corps!

Characteristic Bonus: +5 Fellowship.


Starting Aptitudes: Defence, Fellowship,
Leadership, Perception, Strength, Toughness,
Weapon Skill.
Starting Skills: Command, Navigate (Surface) or
Scholastic Lore (Tactics).
Starting Talents: Iron Discipline, Weapon
Training (Flame, Low-Tech, Solid Projectile).
Specialist Equipment: M41A Pulse Rifle with 4
Pulse Rifle clips (with U1 Grenade Launcher or
U7 Tac-Shotgun) or M240 Incinerator with 4 fuel
tanks; M3 Pattern Personal Armor; M10 Pattern
Ballistic Helmet.
Wounds: 10+1d5

- Sergeant Al Apone
Sergeants serve as squad leaders, motivating their
troops and keeping them on task and in the fight.
Because of their extensive combat experience, many
Sergeants also act as advisors for the officer in charge
of their platoon. Indeed, such is the value of their
advice that even experienced officers such as
company Captains typically have at least one or two
Sergeants in their HQ team.
Sergeants are also the NCOs who take direct
responsibility for training new recruits; the concept of
the Sergeant as an authority figure is drilled into
USCMC recruits from the moment of their arrival at
basic training.
The USCMC employs a variety of different
types of Sergeant in roles beyond that of squad leader.
In order of seniority, they are as follows: Staff
Sergeants are typically found in platoon HQ squads,
or leading a section in a weapons platoon. Gunnery
Sergeants work at the Company level, and are
informally referred to as Gunny, and Master
Sergeants work at the Brigade level; they are often
referred to as Top. Next are First Sergeants, who
serve as the senior listed advisor to a Company
commander, and then Master Gunnery Sergeants,
who do the same job but at the Battalion level.
Finally, at the top are Sergeant Majors, who act as
senior NCOs at the Battalion level and above.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Sergeant Recommended Advances offers
some suggestions on which Advances to initially work
towards as you begin your career in the Aliens setting.

21

SERGEANT ADVANCES
The Sergeant does not work alongside a Comrade like other Player Characters. These Advances are gained by the
Sergeant and improve his ability to lead his men.

INSPIRING PRESENCE
Type: Sweeping Order (Free Action)
Cost: 200 xp
Effect: Sergeants are veteran warriors, and their mere presence can hold a crumbling squad together. As part of this
order, the Sergeant must make a Challenging (+0) Intimidate or Command Test. If he succeeds, all Comrades in
communications range end any ongoing Fear or Pinning effects. They may act normally in subsequent Turns.

VETERAN
Type: Passive
Cost: 250 xp
Effect: A Sergeants job is to keep everyone elses eye on the ball. Once per game session when a member of his
Squad fails a Skill Test, the Sergeant may spend a Fate Point to instead have the Skill Test succeed with 1 degree of
success.

SERGEANT RECOMMENDED ADVANCES


Advance
Type
Page
Prerequisites
Ballistic Skill - Simple
Characteristic 65
Ballistic Skill - Intermediate
Characteristic 65
Ballistic Skill - Simple
Fellowship - Simple
Characteristic 65
Fellowship - Intermediate
Characteristic 65
Fellowship - Intermediate
Weapon Skill - Simple
Characteristic 65
Weapon Skill - Intermediate
Characteristic 65
Weapon Skill - Simple
Command +10
Skill
77
Command
Common Lore (USCMC)
Skill
78
Common Lore (USCMC) +10
Skill
78
Common Lore (USCMC)
Common Lore (War)
Skill
78
Common Lore (War) +10
Skill
78
Common Lore (War)
Intimidate
Skill
81
Intimidate +10
Skill
81
Intimidate
Navigate (Surface)
Skill
85
Navigate (Surface) +10
Skill
85
Navigate (Surface)
Scholastic Lore (Tactics)
Skill
87
Scholastic Lore (Tactics) +10
Skill
87
Scholastic Lore (Tactics)
Air of Authority
Talent
92
Arms Master
Talent
95
WS 40, BS 40, Weapon Training (any two)
Combat Formation
Talent
97
Int 40
Deadeye Shot
Talent
97
BS 30
Fearless
Talent
98
Nerves of Steel
Into the Jaws of Hell
Talent
101
Iron Discipline, Fel 50
Nerves of Steel
Talent
103
Quick Draw
Talent
104
Rapid Reload
Talent
105
Sure Strike
Talent
106
WS 30
Technical Knock
Talent
106
Int 30
These Advances may have already been granted by this Speciality during character creation.

22

SMARTGUNNER
STARTING APTITUDES, TALENTS
AND MODIFIERS

I only need to know one thing - where they are.


- Private Jeanette Vasquez

Characteristic Bonus: +5 Strength.


Starting Aptitudes: Ballistic Skill, Defence,
Fellowship, Offence, Perception, Toughness.
Starting Skills: Athletics or Survival, Common
Lore (USCMC, War) Intimidate.
Starting Talents: Exotic Weapon Training
(Smartgun), Iron Jaw, Weapon Training (Flame,
Low-Tech, Solid Projectile).
Specialist Equipment: M56 Smartgun with
harness and 4 ammo drums; M41A Pulse Rifle
with 4 Pulse Rifle clips (with U1 Grenade
Launcher or U7 Tac-Shotgun) or M240 Incinerator
with 4 fuel tanks; M3 Pattern Personal Armor.
Wounds: 10+1d5

Despite its combat harness, the M56 Smart Gun is an


incredibly heavy and unwieldy weapon. As a result it
requires specialist training to operate effectively, lest
the operator be unable to guide the weapon properly
or even pitch over, landing face-down on the floor.
Smartgunners are typically solidly built individuals;
they are expected to always be where the fighting is
thickest, and because of this they are often wellrespected by their comrades.
Smartgunners also tend to be somewhat
fearless in the case of enemy fire. Theyre not; theyre
just more used to it than their comrades. Unlike other
Marines who may be expected to repeatedly
reposition during a firefight, a smart gun needs to be
in contact with the enemy, laying down sheets of
suppressing fire at all times.
In Aliens: Only War, those Marines who
focus on perfecting the use of the M56 smart gun fall
under the Smartgunner specialty. Smartgunners are
often boisterous, tough and reliable. When a person
talking about the USCMC uses the term badass,
theyre probably talking about these guys. The nature
of their primary weapon and the role it places them in
leads Smartgunners to be stronger than even most
other Marines. They have to be; the smart guidance
system on the M56 harness doesnt always point
where you want it to, and it takes quite a bit of upperbody strength to drag the barrel where you want it to
go.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Smartgunner Recommended Advances
offers some suggestions on which Advances to
initially work towards as you begin your career in the
Aliens setting.

23

COMRADE ADVANCES
These are Advances that may be purchased by the Smart Gunner to enhance the abilities of his Comrade.

LETS ROCK!
Type: Order (Free Action)
Cost: 200 xp
Effect: Smart Gunners are master of fully-automatic fire. For the next Round, when performing the Full-Auto Burst
or Suppressing Fire Actions, the Smart Gunner causes an additional +4 damage with all hits caused as a result of
those Actions.

MOTION TRACKER
Type: Passive
Cost: 250 xp
Effect: Smartguns are most effective when closely escorted by an ally with a motion tracker. As long as his Comrade
is in Cohesion, the Smart Gunner may act normally during Surprise Rounds.

SMARTGUNNER RECOMMENDED ADVANCES


Advance
Type
Page
Prerequisites
Ballistic Skill - Simple
Characteristic 65
Ballistic Skill - Intermediate
Characteristic 65
Ballistic Skill - Simple
Strength - Simple
Characteristic 65
Strength - Intermediate
Characteristic 65
Strength - Simple
Willpower - Simple
Characteristic 65
Willpower - Intermediate
Characteristic 65
Willpower - Simple
Athletics
Skill
73
Athletics +10
Skill
73
Athletics
Awareness
Skill
74
Awareness +10
Skill
74
Awareness
Common Lore (USCMC) +10
Skill
78
Common Lore (USCMC)
Common Lore (War) +10
Skill
78
Common Lore (War)
Intimidate +10
Skill
81
Intimidate
Survival
Skill
90
Survival +10
Skill
90
Survival
Tech-Use
Skill
90
Tech-Use +10
Skill
90
Tech-Use
Bulging Biceps
Talent
96
S 45
Hardy
Talent
100
T 40
Hip Shooting
Talent
100
BS 40, Ag 40
Independent Targeting
Talent
101
BS 40
Nerves of Steel
Talent
103
Paranoia
Talent
104
Rapid Reaction
Talent
105
Ag 40
Rapid Reload
Talent
105
Resistance (Fear)
Talent
105
Storm of Iron
Talent
106
BS 40, Weapon Training (any ranged)
Technical Knock
Talent
106
Int 30
These Advances may have already been granted by this Speciality during character creation.

24

AVIATOR

STARTING APTITUDES, TALENTS


AND MODIFIERS

Turning on final. Coming around to a seven-zeroniner. Where's the damn beacon? Oh, I see it.

Characteristic Bonus: +5 Agility.


Starting Aptitudes: Agility, Ballistic Skill,
Fellowship, Fieldcraft, Intelligence, Tech.
Starting Skills: Common Lore (Tech) or Navigate
(Surface), Operate (Aerospace), Tech-Use.
Starting Talents: Hotshot Pilot, Weapon Training
(Launcher, Solid Projectile).
Specialist Equipment: Aviators Sunglasses,
Flight Helmet, Flight Suit.
Wounds: 6+1d5

- Corporal Colette Ferro


Aviators maintain and operate the extensive cache of
combat vehicles that are vital to USCMC field
operations. Most often found aboard Conestoga-class
assault ships or in the cockpit of a UD-4L Cheyenne
dropship, one must never forget that just like the
Marines sat in back, they are also trained killers. They
are invariably just as lethal outside the cockpit as they
within it.
In Aliens: Only War, those Marines who
train in the use of vehicles and heavy equipment fall
under the Aviator specialty. They are typically slightly
smaller than their comrades, but they make up for this
with a keen intellect and quick reflexes. Far more than
just glorified taxi drivers, the Aviator is often also a
skilled dogfighter, an expert in ground attack or a
lethally accurate bombardier.
Aviators are often well respected and even
liked by their comrades; many Marines have had their
proverbial fat pulled out of the fire by the timely
arrival of their dropship. Like Smartgunners, Aviators
are also used to taking a heavy weight of fire. They
typically find themselves sat in the pilot seat of the
biggest, most heavily armed thing on the battlefield;
having everything including the kitchen sink coming
at them is all in a days work. This can lead to an easy
camaraderie between the two, and it isnt unusually to
see Smartgunners and Aviators chatting amiably in
their off time, laughing about the hairy odds they
faced in previous missions.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Aviator Recommended Advances offers
some suggestions on which Advances to initially work
towards as you begin your career in the Aliens setting.

25

COMRADE ADVANCES
These are Advances that may be purchased by the Aviator to enhance the abilities of his Comrade.

DAMAGE CONTROL
Type: Passive
Cost: 100 xp
Effect: USCMC aircraft are no strangers to taking fire. If the Aviators vehicle catches fire and his Comrade is inside
the affected vehicle, he spends a Full Action to end any fire currently affecting the vehicle.

WEAPONS OFFICER
Type: Passive
Cost: 250 xp
Effect: The presence of a weapons officer allows the pilot to concentrate on important things, like not being shot
down. If the Aviator spends his Turn operating a vehicle, he may also make a Ranged Attack Action using one of the
vehicles weapons. This uses the Comrades Full Action for the Turn.

AVIATOR RECOMMENDED ADVANCES


Advance
Type
Page
Prerequisites
Agility - Simple
Characteristic 65
Agility - Intermediate
Characteristic 65
Agility - Simple
Intelligence - Simple
Characteristic 65
Intelligence - Intermediate
Characteristic 65
Intelligence - Simple
Perception - Simple
Characteristic 65
Perception - Intermediate
Characteristic 65
Perception - Simple
Awareness
Skill
74
Awareness +10
Skill
74
Awareness
Common Lore (Tech)
Skill
78
Common Lore (Tech) +10
Skill
78
Common Lore (Tech)
Navigate (Stellar)
Skill
85
Navigate (Stellar) +10
Skill
85
Navigate (Stellar)
Navigate (Surface)
Skill
85
Navigate (Surface) +10
Skill
85
Navigate (Surface)
Operate (Aerospace) +10
Skill
85
Operate (Aerospace)
Tech-Use +10
Skill
90
Tech-Use
Trade (Technomat)
Skill
91
Combat Sense
Talent
97
Per 40
Deadeye Shot
Talent
97
BS 30
Foresight
Talent
99
Int 30
Heightened Senses (Sight)
Talent
100
Independent Targeting
Talent
101
BS 40
Lightning Reflexes
Talent
102
Paranoia
Talent
104
Resistance (Cold)
Talent
105
Weapon-Tech
Talent
107
Tech-Use +10, Int 40
Weapon Training (Flame)
Talent
108
Weapon Training (Low-Tech)
Talent
108
These Advances may have already been granted by this Speciality during character creation.

26

COMBAT
ENGINEER

STARTING APTITUDES, TALENTS


AND MODIFIERS
Characteristic Bonus: +5 Perception.
Starting Aptitudes: Agility, Ballistic Skill,
Fieldcraft, Intelligence, Perception, Strength, Tech.
Starting Skills: Common Lore (Chemistry or
Tech), Operate (Ground), Scrutiny, Tech-Use.
Starting Talents: Armour-Monger or Weapon
Tech, Technical Knock, Weapon Training (Solid
Projectile).
Specialist Equipment: M41A Pulse Rifle with 4
Pulse Rifle clips (with U1 Grenade Launcher or
U7 Tac-Shotgun), M3 Pattern Personal Armor,
M10 Pattern Ballistic Helmet, Combi-tool,
Comtech Hacking Tool, Data-slate, ME3 Hand
Welder.
Wounds: 6+1d5

The ideal engineer is a composite. He is not a


scientist, nor a mathematician, nor a sociologist, nor
a writer, but he may use the knowledge of any or all of
these disciplines in solving engineering problems.
- N.W. Dougherty, 1955
A Combat Engineer is a soldier who performs a
variety of military engineering duties such as bridgebuilding, laying/clearing minefields, demolitions and
construction, as well as road and airfield construction
and repair. A Combat Engineers duties are usually
devoted to tasks involving facilitating movement of
allied forces and impeding those of the enemy, but
they are also trained to serve as infantry personnel
alongside their comrades.
In Aliens: Only War, those Marines who
are trained to build, reinforce and demolish structures
fall under the Combat Engineer specialty. They are
masters of working under pressure, building
fortifications and bridges faster than most would
believe possible. They can also demolish enemy
structures, planting explosives on weak spots with
expert precision.
Combat Engineers are vital to any long-term
operation, as they are needed to provide a safe, secure
base of operations. However, they can also be useful
in lightning raids, accompanying squads of Marines as
they clear minefields and enemy fortifications for
their comrades.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Combat Engineer Recommended Advances
offers some suggestions on which Advances to
initially work towards as you begin your career in the
Aliens setting.

27

COMRADE ADVANCES
These are Advances that may be purchased by the Combat Engineer to enhance the abilities of his Comrade.

FIELD REPAIRS
Type: Order (Full Action)
Cost: 300 xp
Effect: If its broke, somebody has to fix it. As long as his Comrade is within range of communication, the Combat
Engineer may perform Tech-Use Tests on anything next to the Comrade at a -10 penalty.

SABOTAGE
Type: Full Action
Cost: 300 xp
Effect: Of course, sometimes things need blowing up, too Once per game session, if his Comrade is in Cohesion the
Combat Engineer may plant a Demolition Charge. The Combat Engineers Comrade is considered to have been
carrying this item all along, even if it wasnt explicitly stated by the Player.

COMBAT ENGINEER RECOMMENDED ADVANCES


Advance
Type
Page
Prerequisites
Ballistic Skill - Simple
Characteristic 65
Ballistic Skill - Intermediate
Characteristic 65
Ballistic Skill - Simple
Intelligence - Simple
Characteristic 65
Intelligence - Intermediate
Characteristic 65
Intelligence - Simple
Strength - Simple
Characteristic 65
Strength - Intermediate
Characteristic 65
Strength - Simple
Common Lore (Chemistry)
Skill
78
Common Lore (Chemistry) +10
Skill
78
Common Lore (Chemistry)
Common Lore (Tech)
Skill
78
Common Lore (Tech) +10
Skill
78
Common Lore (Tech)
Logic
Skill
83
Logic +10
Skill
83
Logic
Operate (Ground) +10
Skill
85
Operate (Ground)
Scrutiny +10
Skill
88
Scrutiny
Tech-Use +10
Skill
90
Tech-Use
Trade (Armourer)
Skill
91
Trade (Armourer) +10
Skill
91
Trade (Armourer)
Armour-Monger
Talent
95
Int 35, Tech-Use, Trade (Armourer)
Combat Formation
Talent
97
Int 40
Exotic Weapon Training (choose one)
Talent
98
Foresight
Talent
99
Int 30
Munitorum Influence
Talent
103
Rapid Reload
Talent
105
Resistance (Cold)
Talent
105
Weapon-Tech
Talent
107
Tech-Use +10, Int 40
Weapon Training (Flame)
Talent
108
Weapon Training (Launcher)
Talent
108
Weapon Training (Low-Tech)
Talent
108
These Advances may have already been granted by this Speciality during character creation.

28

CORPORATE
STAFF OFFICER

STARTING APTITUDES, TALENTS


AND MODIFIERS
Characteristic Bonus: +5 Intelligence.
Starting Aptitudes: Agility, Ballistic Skill,
Fellowship, Intelligence, Leadership, Social.
Starting Skills: Command, Common Lore
(Corporations), Scholastic Lore (Tactics).
Starting Talents: Air of Authority, Weapon
Training (Flame, Solid Projectile).
Specialist Equipment: VP78 Pistol with 4 pistol
clips, Data-slate
Wounds: 6+1d5

I said I want you to lay down a suppressing fire with


the incinerators and fall back by squads to the APC,
over.
- Lieutenant William Gorman
Staff Officers deal with the administrative, operational
and logistical needs of a unit. They ensure the flow of
information between a commanding officer and
subordinate military units in the field, although they
typically rarely see combat themselves. Despite this,
they have still passed through officer training, and
they are often well-educated.
In Aliens: Only War, many marine units
operating away from frontline theatres are assigned a
Corporate Staff Officer. Most Staff Officers placed in
charge of a USCMC unit are trained to lead that unit
from the command post within an M577 APC,
overseeing command operations with the aid of
computers and cameras. They process staggering
amounts of information, applying textbook tactics to
walk their unit through combat without the distraction
of bullets whizzing past their head. Most Corporate
Staff Officers build a strong relationship with the
Sergeants that will be leading their troops into battle.
The Sergeant is the one who will have to relay and
interpret the officers orders, so it is vital that the two
have a good working relationship.
Many marines have a habit of writing off
Corporate Staff Officers as upper-class schoolboys
with no practical experience. While this may certainly
be the case with some officers, this simply isnt true
for the vast majority.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Corporate Staff Officer Recommended
Advances offers some suggestions on which
Advances to initially work towards as you begin your
career in the Aliens setting.

29

CORPORATE STAFF OFFICER ADVANCES


The Corporate Staff Officer does not work alongside a Comrade like other Player Characters. These Advances are
gained by the Corporate Staff Officer and improve his ability to lead his men.

NETWORKED
Type: Passive
Cost: 250 xp
Effect: A modern officer must be a master of electronic warfare. As long as the Corporate Staff Officer is inside an
M577 APC, all of his orders affect all Comrades within range of communication.

TEXTBOOK TACTICS
Type: Sweeping Order (Full Action)
Cost: 300 xp
Effect: Rote learning of tactics is no substitute for experience, but it helps. As part of this order, the Corporate Staff
Officer must name a Half Action. Every Squad member within communication range (including Player Characters)
who takes this Action before the Corporate Staff Officers next Turn gains a +10 on any rolls made as part of that
Action.

CORPORATE STAFF OFFICER RECOMMENDED ADVANCES


Advance
Type
Page
Prerequisites
Fellowship - Simple
Characteristic 65
Fellowship - Intermediate
Characteristic 65
Fellowship - Simple
Intelligence - Simple
Characteristic 65
Intelligence - Intermediate
Characteristic 65
Intelligence - Simple
Perception - Simple
Characteristic 65
Perception - Intermediate
Characteristic 65
Perception - Simple
Charm
Skill
77
Charm +10
Skill
77
Charm
Command +10
Skill
77
Command
Common Lore (Corporations) +10
Skill
78
Common Lore (Corporations)
Common Lore (USCMC)
Skill
78
Common Lore (USCMC) +10
Skill
78
Common Lore (USCMC)
Linguistics (choose one)
Skill
82
Logic
Skill
83
Logic +10
Skill
83
Logic
Scholastic Lore (Tactics) +10
Skill
87
Scholastic Lore (Tactics)
Tech-Use
Skill
90
Combat Formation
Talent
97
Int 40
Enemy
Talent
98
Foresight
Talent
99
Int 30
Iron Discipline
Talent
101
Fel 30
Munitorum Influence
Talent
103
Paranoia
Talent
104
Peer (Corporations)
Talent
104
Fel 30
Quick Draw
Talent
104
Rapid Reload
Talent
105
Total Recall
Talent
106
Int 30
Weapon Training (Low-Tech)
Talent
108
These Advances may have already been granted by this Speciality during character creation.

30

FORCE RECON

STARTING APTITUDES, TALENTS


AND MODIFIERS

Swift, silent and deadly.

Characteristic Bonus: +5 Toughness.


Starting Aptitudes: Agility, Ballistic Skill,
Fieldcraft, Offence, Toughness, Weapon Skill.
Starting Skills: Awareness, Common Lore (War),
Scholastic Lore (Tactics), Scrutiny, Stealth.
Starting Talents: Quick Draw or Rapid Reload,
Takedown, Weapon Training (Low-Tech, Solid
Projectile).
Specialist Equipment: 1 Good Quality Basic
Weapon with 4 reloads, M3 Pattern Personal
Armor, M10 Pattern Ballistic Helmet.
Wounds: 12+1d5

- USCMC Force Recon motto


Force Recon is one of the USCMCs special
operations groups. They are responsible for operating
independently behind enemy lines performing
unconventional special operations, in support of
conventional warfare. The unit's various methods of
insertion and extraction are similar to those of other
special forces, although Force Recon's missions focus
primarily on supporting Colonial Marine
expeditionary operations.
In Aliens: Only War, those Marines who
focus on close quarter battle, observation skills and
stealth are most suited to the Force Recon specialty.
They are expected to operate in small groups, far
ahead of their assigned combat formation and often
for extended periods. They must be tough, mentally as
well as physically, and willing to endure all manner of
rough terrain and inclement weather. To add insult to
injury, in the middle of all this they are also tasked
with a vital job; they must track down enemy forces
and monitor their actions and movements as the main
marine force moves into position to launch an assault
(or repel one).
Force Recon is also often the point of first
contact with enemy forces. When not performing
reconnaissance, they are the tip of the spear, thrust
directly at the enemys throat. Their stealth training
makes them vicious close quarter combatants, often
able to dispatch the enemy before they even know that
they have been engaged.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Force Recon Recommended Advances
offers some suggestions on which Advances to
initially work towards as you begin your career in the
Aliens setting.

31

COMRADE ADVANCES
These are Advances that may be purchased by the Force Recon to enhance the abilities of his Comrade.

POINTMAN
Type: Full Action
Cost: 300 xp
Effect: Force Recon is used to being the spearhead in an assault. Once per game session, the Force Recon may take
the lead; all Squad members in communications range (including Player Characters) may take all Skill Tests, in a
single skill of the Force Recons choosing, as if they had the Force Recons Skill Training. Once activated, this effect
lasts until the end of the encounter, or ten minutes in narrative time.

SILENT KILL
Type: Passive
Cost: 300 xp
Effect: Force Recon marines are masters of the silent kill. When the Force Recon makes a Melee Attack during a
Surprise Round and his Comrade is in Cohesion, his target suffers the effects of Righteous Fury and they cannot raise
the alarm in any way. This uses the Comrades Full Action for the Turn.

FORCE RECON RECOMMENDED ADVANCES


Advance
Type
Page
Prerequisites
Agility - Simple
Characteristic 65
Agility - Intermediate
Characteristic 65
Agility - Simple
Ballistic Skill Simple
Characteristic 65
Ballistic Skill Intermediate
Characteristic 65
Ballistic Skill Simple
Weapon Skill - Simple
Characteristic 65
Weapon Skill - Intermediate
Characteristic 65
Weapon Skill - Simple
Athletics
Skill
73
Athletics +10
Skill
74
Athletics
Awareness +10
Skill
74
Awareness
Common Lore (Tactics)
Skill
78
Common Lore (Tactics) +10
Skill
78
Common Lore (Tactics)
Common Lore (War) +10
Skill
78
Common Lore (War)
Operate (Surface)
Skill
85
Scholastic Lore (Tactics) +10
Skill
87
Scholastic Lore (Tactics)
Scrutiny +10
Skill
88
Scrutiny
Security
Skill
88
Stealth +10
Skill
89
Stealth
Crippling Strike
Talent
97
WS 50
Double Team
Talent
98
Killing Strike
Talent
101
WS 50
Light Sleeper
Talent
101
Per 30
Paranoia
Talent
104
Quick Draw
Talent
104
Rapid Reload
Talent
105
Street Fighting
Talent
106
WS 30
Sure Strike
Talent
106
WS 30
Unarmed Warrior
Talent
107
WS 35, Ag 35
Weapon Training (Flame)
Talent
108
These Advances may have already been granted by this Speciality during character creation.

32

SCOUT SNIPER

STARTING APTITUDES, TALENTS


AND MODIFIERS

Reach out and touch someone.

Characteristic Bonus: +5 Agility, +5 Perception.


Starting Aptitudes: Agility, Ballistic Skill,
Fieldcraft, Finesse, Perception, Offence.
Starting Skills: Awareness, Scrutiny, Stealth.
Starting Talents: Deadeye Shot, Heightened
Senses (Sight) or Light Sleeper, Weapon Training
(Low-Tech, Solid Projectile).
Specialist Equipment: Good Quality M42A or
M42C Scope Rifle with 4 clips, M3 Pattern
Personal Armor, M10 Pattern Ballistic Helmet,
Camo Face Paint, Ghillie Suit.
Wounds: 8+1d5

- Murphys Laws of Combat #53; the Snipers motto


A Scout Sniper is a Colonial Marine highly skilled in
field craft and marksmanship. He delivers long range
precision fire on selected targets from concealed
positions, in support of combat operations. Scout
Snipers also provide close reconnaissance and
surveillance to their assigned infantry unit. The motto
of the Colonial Marine Scout Sniper is one shot, one
kill.
In Aliens: Only War, those Marines who
train extensively in the use of long range weaponry
fall under the Scout Sniper specialty. They are masters
of single-shot ranged weapons, and are absolutely
lethal at long range. Many is the Marine whose life
has been saved by the Scout Snipers deadly talents.
Most Scout Snipers operate in pairs (or,
more rarely, alone), with one shooter and one spotter.
However, it isnt unusual for Scout Snipers to be
assigned to specific platoons, placed under the
command of a Line Officer to act as their designated
marksman. These Marines may accompany the
officers command squad with the officer
micromanaging their fire support or they may be sent
off ahead in support of the main body of the platoon.
Whatever their role, the Scout Sniper is a
precision weapon. They are not suited to protected
engagements with large numbers of enemies; they are
far more suited to cutting off the head of the snake,
with a single well-placed kill shot.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Scout Sniper Recommended Advances
offers some suggestions on which Advances to
initially work towards as you begin your career in the
Aliens setting.

33

COMRADE ADVANCES
These are Advances that may be purchased by the Scout Sniper to enhance the abilities of his Comrade.

DISPLACE
Type: Passive
Cost: 250 xp
Effect: After taking a shot, its vital to reposition quickly to avoid a possible counterattack. If the Scout Sniper makes
a Ranged Attack benefiting from an Aim action and his Comrade is in Cohesion, the Scout Sniper may use his
Comrade to make a Tactical Advance Action. This uses the Comrades Full Action for the Turn.

SPOTTER
Type: Passive
Cost: 250 xp
Effect: Often a sniper is escorted by a spotter who can pick out targets for him. If the Scout Sniper is using an
Accurate weapon and his Comrade is in Cohesion, the Scout Sniper may use his Comrade to make an Aim Action,
and gain the benefits himself.

SCOUT SNIPER RECOMMENDED ADVANCES


Advance
Type
Page
Prerequisites
Agility - Simple
Characteristic 65
Agility - Intermediate
Characteristic 65
Agility - Simple
Ballistic Skill - Simple
Characteristic 65
Ballistic Skill - Intermediate
Characteristic 65
Ballistic Skill - Simple
Perception - Simple
Characteristic 65
Perception - Intermediate
Characteristic 65
Perception - Simple
Athletics
Skill
73
Athletics +10
Skill
73
Athletics
Awareness +10
Skill
74
Awareness
Navigate (Surface)
Skill
85
Navigate (Surface) +10
Skill
85
Navigate (Surface)
Scholastic Lore (Tactics)
Skill
87
Scholastic Lore (Tactics) +10
Skill
87
Scholastic Lore (Tactics)
Scrutiny +10
Skill
88
Scrutiny
Stealth +10
Skill
89
Stealth
Survival
Skill
90
Survival +10
Skill
90
Survival
Combat Sense
Talent
97
Per 40
Crack Shot
Talent
97
BS 50
Heightened Senses (Sight)
Talent
100
Light Sleeper
Talent
101
Per 30
Lightning Reflexes
Talent
102
Marksman
Talent
102
BS 35
Meditation
Talent
103
Rapid Reload
Talent
105
Sharpshooter
Talent
105
BS 40, Deadeye Shot
Technical Knock
Talent
106
Int 30
Weapon Training (Launcher)
Talent
108
These Advances may have already been granted by this Speciality during character creation.

34

COLONIST

STARTING APTITUDES, TALENTS


AND MODIFIERS

Folks, we have scored big this time!

Characteristic Bonus: +5 Willpower.


Starting Aptitudes: Fellowship, Fieldcraft,
Perception, Strength, Toughness, Willpower.
Starting Skills: Athletics, Awareness, Navigate
(Stellar or Surface), Operate (Aeronautica or
Surface), Survival.
Starting Talents: Hardy or Light Sleeper,
Heightened Sense (choose one) or Resistance
(choose one), Weapon Training (Low-Tech or
Solid Projectile).
Specialist Equipment: 1 Average-Quality Pistol,
Flashlight, Personal Data Transmitter, Poor
Weather Clothing, Respirator, 2 Weeks Rations.
Wounds: 8+1d5

- Russ Jorden, Hadleys Hope Colonist, LV-426


Colonists are private or public-sector employees who
are sent to frontier worlds with eye to establishing a
permanent human presence there. They may be
expected to carry out exploration, building work or
maintenance of incredibly expensive assets such as
atmosphere processors. As a result, typical colonists
are bright, hard-working and loyal. There is no room
for dullards, slackers and lone wolves out on the
frontier.
In Aliens: Only War, Colonists will nearly
always act as local guides for the USCMC. Regardless
of skill in fieldcraft, even the greatest scout is
worthless if they dont know the lay of the land. This
makes locals are an invaluable resource, with intimate
knowledge of landmarks, hideaways and concealed
tracks that even an orbital survey would miss.
Most Colonists seconded to assist a Marine
unit will be assigned either singly or in small groups.
As a result, unless they have completed some military
service themselves, they will more than likely feel like
an outsider. Marines are, after all, specialised, highly
trained killers, whereas the majority of Colonists are
explorers and scientists.
Unfortunately, many Marines think of
dumbass colonists as being, at best, lazy civilians
and, at worst, the cause of all of their woes. This
means that friction between Marines and Colonists is
not uncommon, but woe betide the Marine unit that
underestimates or mistreats their local guide.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Colonist Recommended Advances offers
some suggestions on which Advances to initially work
towards as you begin your career in the Aliens setting.

35

COLONIST ADVANCES
The Colonist does not work alongside a Comrade like military Player Characters. These Advances are gained by the
Colonist and improve his ability to survive in harsh environments.

JACK-OF-ALL-TRADES
Type: Passive
Cost: 500 xp
Effect: The Colonist has been around the block a few times. Theyve done dozens of different jobs, and have been
trained in a variety of different disciplines. The character counts as having all non-Specialist Skills at Rank l
(Known). If they wish to later improve their non-Specialist Skills, these advances must be bought using Experience
Points (from Rank l) as normal.

WILDCATTER
Type: Passive
Cost: 350 xp
Effect: The Colonist is an ambitious, driven individual who is used to physical hardships. The Colonist does not
suffer Insanity Points as a result of exposure to strange or alien environments, and when they fail a Navigate
(Surface), Operate (Surface) or Survival Test with a difficulty of Easy (+10) or better, they are considered to have
succeeded with 1 degree of success.

COLONIST RECOMMENDED ADVANCES


Advance
Type
Page
Prerequisites
Toughness - Simple
Characteristic 65
Toughness - Intermediate
Characteristic 65
Toughness - Simple
Perception - Simple
Characteristic 65
Perception - Intermediate
Characteristic 65
Perception - Simple
Willpower - Simple
Characteristic 65
Willpower - Intermediate
Characteristic 65
Willpower - Simple
Athletics +10
Skill
73
Athletics
Awareness +10
Skill
74
Awareness
Navigate (Stellar)
Skill
85
Navigate (Stellar) +10
Skill
85
Navigate (Stellar)
Navigate (Surface)
Skill
85
Navigate (Surface) +10
Skill
85
Navigate (Surface)
Operate (Aeronautica)
Skill
85
Operate (Aeronautica) +10
Skill
85
Operate (Aeronautica)
Operate (Surface)
Skill
85
Operate (Surface) +10
Skill
85
Operate (Surface)
Survival +10
Skill
90
Survival
Foresight
Talent
99
Int 30
Hardy
Talent
100
T 40
Heightened Sense (choose one)
Talent
100
Hotshot Pilot
Talent
100
Ag 40, Operate (any one)
Light Sleeper
Talent
101
Per 30
Polyglot
Talent
104
Int 40, Fel 30
Resistance (Cold)
Talent
105
Resistance (Heat)
Talent
105
Unremarkable
Talent
107
Weapon Training (Low-Tech)
Talent
108
Weapon Training (Solid Projectile) Talent
108
These Advances may have already been granted by this Speciality during character creation.

36

ENGINEER

STARTING APTITUDES, TALENTS


AND MODIFIERS

We couldn't fix it out here anyway. We've gotta


reroute all these ducts and uh, in order to do that,
we've got to dry-dock.

Characteristic Bonus: +5 Intelligence.


Starting Aptitudes: Knowledge, Intelligence,
Perception, Strength, Tech, Willpower.
Starting Skills: Common Lore (Tech), Operate
(choose one), Scrutiny, Tech-Use, Trade
(Technomat).
Starting Talents: Armour-Monger or WeaponTech, Weapon Training (choose one).
Specialist Equipment: Combitool, Coveralls,
ME3 Hand Welder
Wounds: 8 +1d5

- Dennis Parker, Chief Engineer, USCSS Nostromo


When youre off-world, maintenance of equipment
can be a life-or-death situation so a good Engineer is
worth their proverbial weight in gold. An Engineer
could be a starships technical specialist, a colonial
construction expert or even simply a mechanic who
happens to work in a far-flung or exotic location.
Wherever you find them, the Engineer is a valuable
team member who can often fix things that would
otherwise be consigned to the junk heap.
A good engineer may be a specialist in a
specific type of technology, but generalists are equally
common. Both are very useful out on the frontier.
Even in the USCMC, civilian engineers are absolutely
vital to the construction, maintenance and repair of
military assets. Remember that every major
manufacturing facility in existence is staffed and run
by civilians.
Engineers also tend to be physically fit. The
job is by its nature very physical, so most are
muscular or at the very least lean. This physicality
combined with their specialist knowledge is a strange
dichotomy, and it means that they always stand
slightly apart from the rest of a starships crew.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Engineer Recommended Advances offers
some suggestions on which Advances to initially work
towards as you begin your career in the Aliens setting.

37

ENGINEER ADVANCES
The Engineer does not work alongside a Comrade like military Player Characters. These Advances are gained by the
Engineer and improve his ability to work with technology.

JURY-RIG
Type: Passive
Cost: 350 xp
Effect: The Engineer may construct an improvised weapon cobbled together in an emergency from available parts; it
isnt something that a person would want to purchase. To build a Jury-Rigged weapon, chose a pre-existing weapon
from the Flame, Low-Tech or Solid Projectile categories, The chosen weapon is constructed with a Challenging (+0)
Tech-Use Test, taking a number of hours equal to its weight in kilograms. This weapon is always of Poor Quality,
and ceases functioning once its Clip is empty. Jury-Rigged Low-Tech weapons are good for a number of combat
encounters equal to the degrees of success rolled on the initial Tech-Use Test, after which they simply fall apart.

MIRACLE WORKER
Type: Passive
Cost: 250 xp
Effect: The Engineer always counts as having the Skills necessary to attempt a Repair Test. Additionally, when the
Engineer succeeds at a Repair Test, they gain a number of extra degrees of success equal to their Intelligence Bonus.

ENGINEER RECOMMENDED ADVANCES


Advance
Type
Page
Prerequisites
Intelligence - Simple
Characteristic 65
Intelligence - Intermediate
Characteristic 65
Intelligence - Simple
Perception - Simple
Characteristic 65
Perception - Intermediate
Characteristic 65
Perception - Simple
Strength - Simple
Characteristic 65
Strength - Intermediate
Characteristic 65
Strength - Simple
Common Lore (Tech) +10
Skill
78
Common Lore (Tech)
Logic
Skill
83
Logic +10
Skill
83
Logic
Operate (choose one) +10
Skill
85
Operate (choose one)
Scrutiny +10
Skill
88
Scrutiny
Tech-Use +10
Skill
90
Tech-Use
Trade (Armourer)
Skill
91
Trade (Armourer) +10
Skill
91
Trade (Armourer)
Trade (Technomat) +10
Skill
91
Trade (Technomat)
Trade (Shipwright)
Skill
91
Trade (Shipwright) +10
Skill
91
Trade (Shipwright)
Armour-Monger
Talent
95
Int 35, Tech-Use, Trade (Armourer)
Bulging Biceps
Talent
96
S 45
Exotic Weapon Training (choose one)
Talent
98
Foresight
Talent
99
Int 30
Hardy
Talent
100
T 40
Iron Jaw
Talent
101
T 40
Resistance (Heat)
Talent
105
Technical Knock
Talent
106
Int 30
Total Recall
Talent
106
Int 30
Weapon-Tech
Talent
107
Tech-Use +10, Int 40
Weapon Training (choose one)
Talent
108
These Advances may have already been granted by this Speciality during character creation.

38

EXECUTIVE

STARTING APTITUDES, TALENTS


AND MODIFIERS

It is the finding of this board of inquiry that Warrant


Officer Ellen Ripley, NOC-14672 has acted with
questionable judgment and is unfit to hold an ICC
license as a commercial flight officer.

Characteristic Bonus: +5 Fellowship.


Starting Aptitudes: Fellowship, Finesse,
Leadership, Perception, Social, Willpower.
Starting Skills: Charm or Command, Commerce,
Common Lore (Corporations), Deceit or Inquiry,
Scholastic Lore (Bureaucracy).
Starting Talents: Air of Authority or Cold
Hearted, Enemy.
Special Projects Funding: A squad accompanied
by at least one Executive starts with 10 extra
Logistics rating.
Specialist Equipment: 1 set of Good-quality
Clothes, Cell phone, Data-slate.
Wounds: 6 +1d5

- Van Leuwen, Weyland-Yutani Chairman


Corporate Executives are a common sight on many
combat missions, often accompanying USCMC troops
to ensure the protection of privately-owned assets. In
the case of PMC troops, the Executive may even have
command authority over any officers present.
Whatever reason they have for being present, the
Executive is, first and foremost, a company man.
Always remember that.
In Aliens: Only War, Executives might not
seem like an optimal choice to bring along with a
group of grizzled colonists or battle-hardened
marines. They arent fighters, and they arent the
outdoorsy type. However, they can do two things that
other specialties cant; first, they know how to talk to
people. Some can lie like a pro, and some can charm
the birds out of the trees. However they roll, they are
experienced at dealing with human resources. Second,
they can often dip their hand into the corporate pot
without getting a slap on the wrist, especially if the
mission happens to involve corporate personnel or
territory.
These abilities make for a devastating
combination, and a good Executive can make sure that
their team misses all the nasty red tape, and gets their
hands on precisely the right toys for the situation.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Executive Recommended Advances offers
some suggestions on which Advances to initially work
towards as you begin your career in the Aliens setting.

39

EXECUTIVE ADVANCES
The Executive does not work alongside a Comrade like military Player Characters. These Advances are gained by the
Executive and improve his ability to deal with people.

BANKROLL
Type: Passive
Cost: 250 xp
Effect: Once per mission, when in a settlement of at least 1000 people that is controlled by their parent corporation,
the Executive may automatically succeed at a single Logistics test, with 1 degree of success.

EXECUTIVE DECISION
Type: Passive
Cost: 250 xp
Effect: Once per mission, the Executive may switch the current primary objective with one of the squads secondary
objectives.

EXECUTIVE RECOMMENDED ADVANCES


Advance
Type
Page
Prerequisites
Fellowship - Simple
Characteristic 65
Fellowship - Intermediate
Characteristic 65
Fellowship - Simple
Intelligence - Simple
Characteristic 65
Intelligence - Intermediate
Characteristic 65
Intelligence - Simple
Perception - Simple
Characteristic 65
Perception - Intermediate
Characteristic 65
Perception - Simple
Charm
Skill
77
Charm +10
Skill
77
Charm
Command
Skill
77
Command +10
Skill
77
Command
Commerce +10
Skill
77
Commerce
Common Lore (Corporations) +10
Skill
78
Common Lore (Corporations)
Deceive
Skill
79
Deceive +10
Skill
79
Deceive
Inquiry
Skill
80
Inquiry +10
Skill
80
Inquiry
Scholastic Lore (Bureaucracy) +10 Skill
87
Scholastic Lore (Bureaucracy)
Air of Authority
Talent
92
Fel 30
Cold-Hearted
Talent
96
Enemy
Talent
98
Inspire Wrath
Talent
101
Air of Authority
Meditation
Talent
103
Munitorum Influence
Talent
103
Paranoia
Talent
104
Peer (choose one)
Talent
104
Fel 30
Polyglot
Talent
104
Int 40, Fel 30
Radiant Presence
Talent
105
Fel 40
Total Recall
Talent
106
Int 30
These Advances may have already been granted by this Speciality during character creation.

40

FLIGHT OFFICER

STARTING APTITUDES, TALENTS


AND MODIFIERS

This is commercial towing vehicle Nostromo out of


the Solomons, registration number 1-8-0-niner-2-4-60-niner calling Antarctica traffic control, do you read
me? Over.

Characteristic Bonus: +5 Intelligence.


Starting Aptitudes: Agility, Fellowship,
Intelligence, Leadership, Perception, Tech.
Starting Skills: Navigate (Stellar), Operate
(Aeronautica or Voidship), Scholastic Lore
(Astromancy), Tech-Use, Trade (Voidfarer).
Starting Talents: Air of Authority or Fearless or
Hardy, Weapon Training (choose one).
Specialist Equipment: Jumpsuit, Data-slate.
Wounds: 8+1d5

- Ellen Ripley, Warrant Officer, USCSS Nostromo


The operation of an FTL starship is a demanding job,
requiring many years of training and the ability to
endure an exceptionally lonely lifestyle. Its also
absolutely vital to the maintenance of the often very
fragile human presence on other worlds. Flight
Officers get people and things where they need to go
and interplanetary civilisation would rapidly collapse
without their constant hard work.
In Aliens: Only War, Flight Officers are
vital to any mission that requires space travel. Even
the USCMC, with their mostly automated warships,
still regularly require the use of civilian shuttles,
unarmed transports and cargo vessels.
Since Flight Officers clock up more time in
space than anyone else, they are often the first to
discover strange new phenomena or encounter
unknown alien lifeforms. This means that when the
Marines are called, Flight Officers are often the
witnesses and survivors that must advise the strike
force regarding the unfolding situation.
It is unfortunate that many military
personnel tend to disregard flight officers as simple,
blue-collar civvies who work as little more than
glorified truck drivers. In reality, each one is
intelligent, motivated, highly educated and well
trained in their area of expertise. If they werent then
theyd probably be dead. Hard vacuum is notoriously
unforgiving of mistakes.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Flight Officer Recommended Advances
offers some suggestions on which Advances to
initially work towards as you begin your career in the
Aliens setting.

41

FLIGHT OFFICER ADVANCES


The Flight Officer does not work alongside a Comrade like military Player Characters. These Advances are gained by
the Flight Officer and improve his ability to crew a starship.

PRACTICED SKILL
Type: Passive
Cost: 350 xp
Effect: Most starship crews are made up of highly trained professionals. When the Flight Officer fails a Navigate
(Stellar), Operate (Voidship) or Tech-Use Test with a difficulty of Easy (+10) or better, they are considered to have
succeeded with 1 degree of success.

VACUUM TRAINING
Type: Passive
Cost: 200 xp
Effect: Operating in the vacuum of space is a hazardous occupation that requires specialist training. The Flight
Officer is considered to be familiar with the operation of all types of emergency escape vehicles, environmental
controls, self-destruct systems and space suits, and they do not require a Tech-Use Test to operate them. Additionally,
with basic tools the Flight Officer can seal a minor hull breach with a Full Action.

FLIGHT OFFICER RECOMMENDED ADVANCES


Advance
Type
Page
Prerequisites
Fellowship - Simple
Characteristic 65
Fellowship - Intermediate
Characteristic 65
Fellowship - Simple
Intelligence - Simple
Characteristic 65
Intelligence - Intermediate
Characteristic 65
Intelligence - Simple
Perception - Simple
Characteristic 65
Perception - Intermediate
Characteristic 65
Perception - Simple
Command
Skill
77
Navigate (Stellar) +10
Skill
85
Navigate (Stellar)
Navigate (Surface)
Skill
85
Navigate (Surface) +10
Skill
85
Navigate (Surface)
Operate (Aeronautica)
Skill
85
Operate (Aeronautica) +10
Skill
85
Operate (Aeronautica)
Operate (Voidship)
Skill
85
Operate (Voidship) +10
Skill
85
Operate (Voidship)
Scholastic Lore (Astromancy) +10
Skill
87
Scholastic Lore (Astromancy)
Tech-Use +10
Skill
90
Tech-Use
Trade (Voidfarer) +10
Skill
91
Trade (Voidfarer)
Air of Authority
Talent
92
Fel 30
Exotic Weapon Training (choose one)
Talent
98
Fearless
Talent
98
Nerves of Steel
Foresight
Talent
99
Int 30
Hardy
Talent
100
T 40
Hotshot Pilot
Talent
100
Ag 40, Operate (any one)
Light Sleeper
Talent
101
Per 30
Nerves of Steel
Talent
103
Resistance (Cold)
Talent
105
Total Recall
Talent
106
Int 30
Weapon Training (choose one)
Talent
108
These Advances may have already been granted by this Speciality during character creation.

42

MEDIC

STARTING APTITUDES, TALENTS


AND MODIFIERS

The area youre in was for our more unstable


patients, those who had trouble adapting to deep
space. Tragic cases. Dont worry, theyre all long
gone.

Characteristic Bonus: +5 Intelligence.


Starting Aptitudes: Fellowship, Fieldcraft,
Intelligence, Knowledge, Perception, Willpower.
Starting Skills: Medicae, Scholastic Lore
(Chemistry), Scrutiny, Trade (Chemist).
Starting Talents: Jaded, Swift Suture.
Specialist Equipment: Doctors bag, Injector, Lab
coat, Medikit.
Wounds: 6+1d5

- Dr Kuhlman, Sevastopol Station


Anywhere you find people, youll find someone who
has managed to contract an illness or get themselves
injured. With the lack of off-world infrastructure,
medically-trained personnel become a vital link in the
chain that sustains a human presence among the stars.
Although some medical personnel may be surgeons,
medical consultants or general practitioners, most end
up having to wear multiple hats acting as family
doctor, pharmacist and trauma surgeon all at once.
In Aliens: Only War, Medics are specialists
in the treatment and rehabilitation of wounds. They
are different to Corpsmen in that they are civilians,
and so have very little in the way of combat training.
As a result, they can focus exclusively on the healing
arts. Whilst this may not make them the best person to
have next to you during a firefight, youll sure as hell
want them around to pick up the pieces afterwards.
Medics can be skilled chemists and surgeons
too, able to craft drugs and medication, and to treat
life-threatening wounds. They may even be able to
replace amputated limbs with cybernetic prosthetics.
Whatever their specialisation, remember: space is a
dangerous place. You will face life-threatening
situations on a regular basis, and any mistake yours,
or the idiot assigned to work with you can result in
debilitating injury or even death. Make sure that your
team has someone who can put whats left of you
back together
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Medic Recommended Advances offers some
suggestions on which Advances to initially work
towards as you begin your career in the Aliens setting.

43

MEDIC ADVANCES
The Medic does not work alongside a Comrade like military Player Characters. These Advances are gained by the
Medic and improve his ability to heal the sick and wounded.

RESUSCITATE
Type: Passive
Cost: 300 xp
Effect: The Medic may resuscitate a dead Comrade. By taking a Full Action and spending a Fate Point, the Medic
may return to life a Comrade within 5m who was killed in the last 10 rounds.

TRIAGE
Type: Passive
Cost: 250 xp
Effect: When administering the First Aid using the Medicae Skill, characters that the Medic treats always count as
Lightly Wounded. Additionally, the Medic may stop Bleeding with a Full Action.

MEDIC RECOMMENDED ADVANCES


Advance
Type
Page
Prerequisites
Intelligence - Simple
Characteristic 65
Intelligence - Intermediate
Characteristic 65
Intelligence - Simple
Perception - Simple
Characteristic 65
Perception - Intermediate
Characteristic 65
Perception - Simple
Willpower - Simple
Characteristic 65
Willpower - Intermediate
Characteristic 65
Willpower - Simple
Charm
Skill
77
Common Lore (choose one)
Skill
78
Inquiry
Skill
80
Inquiry +10
Skill
80
Inquiry
Medicae +10
Skill
83
Medicae
Scholastic Lore (Chemistry) +10
Skill
87
Scholastic Lore (Chemistry)
Scholastic Lore (choose one)
Skill
87
Scrutiny +10
Skill
88
Scrutiny
Tech-Use
Skill
90
Tech-Use +10
Skill
90
Tech-Use
Trade (Chemist) +10
Skill
91
Trade (Chemist)
Foresight
Talent
99
Int 30
Heightened Senses (choose one)
Talent
100
Infused Knowledge
Talent
100
Int 40, Lore (any one)
Light Sleeper
Talent
101
Per 30
Meditation
Talent
103
Paranoia
Talent
104
Peer (Medical Profession)
Talent
104
Fel 30
Radiant Presence
Talent
105
Fel 40
Sure Strike
Talent
106
WS 30
Total Recall
Talent
106
Int 30
Weapon Training (Low-Tech)
Talent
108
These Advances may have already been granted by this Speciality during character creation.

44

COMBAT
ANDROID

STARTING APTITUDES, TALENTS


AND MODIFIERS
Characteristic Bonus: +5 Ballistic Skill, +5
Weapon Skill, -10 Fellowship.
Starting Aptitudes: Ballistic Skill, Defence,
Offence, Strength, Toughness, Weapon Skill
Starting Skills: Awareness, Dodge or Parry,
Intimidate, Scholastic Lore (Tactics), Security.
Starting Talents: Peer (choose one), Quick Draw
or Rapid Reload, Weapon Training (Low-Tech,
Solid Projectile).
Armoured Chassis: You are considered to be
wearing armour that provides 6 points of
protection on all locations. However, you may not
wear any additional armour.
Inhuman Appearance: You are clearly inhuman,
and any attempt to pass as such automatically fails.
Modified Laws of Robotics: Your Laws of
Robotics only apply to individuals affected by the
Peer Talent that you chose above.
Specialist Equipment: M41A Pulse Rifle with 4
Pulse Rifle clips (with U1 Grenade Launcher or
U7 Tac-Shotgun) or MK221 Tactical Shotgun with
4 Tactical Shotgun clips.
Wounds: 12+1d5

Clause 88c of your employment agreement has come


into effect.
- Weyland-Yutani Combat Android
Although the equipping of androids with weapons or
uninhibited combat abilities was prohibited by the
Geneva Convention, combat models have been widely
employed by the Weyland-Yutani Corporation, who
often used illegally manufactured units for security at
critical Weyland-Yutani installations.
Some Combat Androids are not even
furbished with a full outer covering of skin, leaving
many of their more superficial mechanisms,
particularly on the face, exposed. They are rarely
programmed with the more finely-tuned social
software installed on commercial synthetics, instead
operating more basic interaction programs that leave
them with access to only limited language, often
spoken in mechanical, inhuman tones. This is often a
deliberate aesthetic choice, as it further dehumanizes
them and makes the android that much more
intimidating.
Since construction of synthetics with combat
applications is illegal anyway, most manufacturers
make the decision to jump in with both feet,
programming them with a modified version of the
laws of robotics. The laws still apply, but only to the
organisation that built them. This means that combat
androids can be used for all sorts of unsavory
activities, including torture, execution of civilians and
unarmed prisoners, and use of banned weaponry.
After all, if youre going to break the law once, then
doing so again becomes somewhat less of an issue.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Combat Android Recommended Advances
offers some suggestions on which Advances to
initially work towards as you begin your career in the
Aliens setting.

45

COMBAT ANDROID ADVANCES


The Combat Android does not work alongside a Comrade like military Player Characters. These Advances are gained
by the Combat Android and improve his ability to fight.

LOCKING JOINTS
Type: Passive
Cost: 500 xp
Effect: Certain models of synthetic come equipped with joints that can lock in place. The Combat Android gains the
Auto-Stabilised and Sturdy Traits.

UNSTOPPABLE
Type: Passive
Cost: 500 xp
Effect: The damage control centre of the Combat Androids heuristic processor has learned over time to ignore nonfatal trauma in favour of completing the mission. The Combat Android gains the Stuff of Nightmares Trait.

COMBAT ANDROID RECOMMENDED ADVANCES


Advance
Type
Page
Prerequisites
Ballistic Skill - Simple
Characteristic 65
Ballistic Skill - Intermediate
Characteristic 65
Ballistic Skill - Simple
Strength - Simple
Characteristic 65
Strength - Intermediate
Characteristic 65
Strength - Simple
Weapon Skill - Simple
Characteristic 65
Weapon Skill - Intermediate
Characteristic 65
Weapon Skill - Simple
Athletics
Skill
73
Athletics +10
Skill
73
Athletics
Awareness +10
Skill
74
Awareness
Dodge
Skill
79
Dodge +10
Skill
79
Dodge
Intimidate +10
Skill
81
Intimidate
Parry
Skill
87
Parry +10
Skill
87
Parry
Scholastic Lore (Tactics) +10
Skill
87
Scholastic Lore (Tactics)
Security +10
Skill
88
Security
Stealth
Skill
89
Bulging Biceps
Talent
96
S 45
Crack Shot
Talent
97
BS 50
Crippling Strike
Talent
97
WS 50
Deadeye Shot
Talent
97
BS 30
Disturbing Voice
Talent
98
Exotic Weapon Training (choose one)
Talent
98
Killing Strike
Talent
101
WS 50
Quick Draw
Talent
104
Rapid Reload
Talent
105
Sure Strike
Talent
106
WS 30
Weapon Training (Flame)
Talent
108
These Advances may have already been granted by this Speciality during character creation.

46

SLEEPER AGENT

STARTING APTITUDES, TALENTS


AND MODIFIERS

There is a clause in the contract which specifically


states any systematized transmission indicating a
possible intelligent origin must be investigated.

Characteristic Bonus: +5 Fellowship.


Starting Aptitudes: Fellowship, Intelligence,
Perception, Social, Strength, Toughness, Weapon
Skill, Willpower.
Starting Skills: Charm, Common Lore (choose
one), Deceive, Scholastic Lore (choose one).
Starting Talents: Mimic, Peer (choose one),
Weapon Training (choose one).
Modified Laws of Robotics: Your Laws of
Robotics only apply to individuals affected by the
Peer Talent that you chose above.
Specialist Equipment: Appropriate Uniform and
Credentials, Dataslate
Wounds: 10+1d5

- Ash, Weyland-Yutani Sleeper Agent


Synthetic sleeper agents are androids programmed to
conceal their true identity and/or purpose from those
around them. While some sleeper agents will merely
operate as synthetics programmed with ulterior
motives concealed from their associates, the
advancement of android technology has allowed some
synthetics to effectively pose as human, concealing
their nature from the people they operate alongside.
Owing to their insidious nature, synthetic sleeper
agents are not typically based on commercial models.
It is likely that such agents, particularly those required
to actively pose as human, are bespoke constructs
manufactured especially for their mission, as seeing a
duplicate model would immediately undo any
deception.
In Aliens: Only War, Sleeper Agents are a
wild card. They will often have an agenda that is at
odds with the rest of the squad, and if they dont then
they will most certainly have an ulterior motive that
helps their employer. When creating a Sleeper Agent,
it is important to establish with the GM precisely what
the characters role is going to be, and what secretive
task the character has been trusted with.
Another question that must be answered is
whether the other players (not characters!) will be
made aware of the Sleeper Agents status. Again,
discussion with the GM is important here; whilst some
groups will enjoy the intrigue and the inevitable
surprise reveal, others may resent the deception. Tread
carefully.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Sleeper Agent Recommended Advances
offers some suggestions on which Advances to
initially work towards as you begin your career in the
Aliens setting.

47

SLEEPER AGENT ADVANCES


The Sleeper Agent does not work alongside a Comrade like military Player Characters. These Advances are gained
by the Sleeper Agent and improve his ability to infiltrate his target.

DEMORALISE
Type: Passive
Cost: 250 xp
Effect: Sometimes it is necessary to sabotage morale. The Sleeper Agent may substitute his Deceive Skill for
Command when employing the Terrify special use of the Command Skill. Additionally, the Sleeper Agent counts as
having Fear (2) for the purpose of all Terrify Tests.

FAST TALK
Type: Full Action
Cost: 100 xp
Effect: A good spy knows that a convincing lie is the most powerful weapon in his arsenal. The Sleeper Agent may
tell a convincing lie using his Deceive Skill as a Full Action, rather than as an action requiring 1 minute or more.

SLEEPER AGENT RECOMMENDED ADVANCES


Advance
Type
Page
Prerequisites
Fellowship - Simple
Characteristic 65
Fellowship - Intermediate
Characteristic 65
Fellowship - Simple
Perception - Simple
Characteristic 65
Perception - Intermediate
Characteristic 65
Perception - Simple
Weapon Skill - Simple
Characteristic 65
Weapon Skill - Intermediate
Characteristic 65
Weapon Skill - Simple
Charm +10
Skill
77
Charm
Common Lore (choose one)
Skill
78
Deceive +10
Skill
79
Deceive
Inquiry
Skill
80
Inquiry +10
Skill
80
Inquiry
Scholastic Lore (choose one)
Skill
87
Scrutiny
Skill
88
Scrutiny +10
Skill
88
Scrutiny
Sleight of Hand
Skill
89
Stealth
Skill
89
Stealth +10
Skill
89
Stealth
Combat Sense
Talent
97
Per 40
Crippling Strike
Talent
97
WS 50
Foresight
Talent
99
Int 30
Infused Knowledge
Talent
100
Int 40, Lore (any one)
Killing Strike
Talent
101
WS 50
Lightning Reflexes
Talent
102
Paranoia
Talent
104
Peer (choose one)
Talent
104
Fel 30
Sure Strike
Talent
106
WS 30
Total Recall
Talent
106
Int 30
Weapon Training (choose one)
Talent
108
These Advances may have already been granted by this Speciality during character creation.

48

TECHNICIAN

STARTING APTITUDES, TALENTS


AND MODIFIERS

I'll go. I mean, I'm the only one qualified to remotepilot the ship anyway.

Characteristic Bonus: +5 Intelligence.


Starting Aptitudes: Fellowship, Intelligence,
Knowledge, Perception, Strength, Tech,
Toughness, Willpower.
Starting Skills: Common Lore (Corporations or
USCMC, Tech), Medicae or Tech-Use, Scholastic
Lore (Chemistry or Judgement).
Starting Talents: Hotshot Pilot, Unremarkable.
Specialist Equipment: Combitool or Medi-kit,
Dataslate.
Wounds: 8+1d5

- Bishop 341B
The USCMC extensively deploys Synthetics with
front line units. They are viewed as multi-role team
members, often assigned as drivers, pilots, medics and
scientific advisors, as well as taking advantage of their
ability to act as mobile databases. Most Synthetics in
USCMC service appear as mature, average males or
females around 40 years of age. Some recent studies
have suggested that androids play an important role
within small infantry units, both as an impassive
neutral party, and as a maternal/paternal influence in
nurturing and sustaining the group dynamic at
optimum efficiency.
Synthetic Technicians can typically be found
accompanying a Marine units leader, acting as an
invaluable source of technical expertise. However,
they are perfectly capable of taking on independent
assignments that would be too difficult or too
dangerous for a human. Their programming makes
them hard-working, loyal and utterly fearless, a
combination of traits worthy of any marine.
In extreme circumstances they can be
ordered to complete tasks that will result in their own
destruction. Thanks to the laws of robotics, they will
comply without hesitation. It is universally considered
a better idea to sacrifice a synthetic rather than a
living, breathing person.
New Players: Rules on Aptitudes and
spending experience to advance your character are
provided on page 64 of the Only War core rulebook.
To help you along, the table on the following page
entitled Technician Recommended Advances offers
some suggestions on which Advances to initially work
towards as you begin your career in the Aliens setting.

49

TECHNICIAN ADVANCES
The Technician does not work alongside a Comrade like military Player Characters. These Advances are gained by
the Technician and improve his ability to aid his teammates.

ADVISE
Type: Full Action
Cost: 250 xp
Effect: Its common practice to include at least one synthetic advisor with all USCMC task forces, regardless of size.
When a member of the Technicians Squad makes a Skill Test based on Intelligence, the Technician may take a Full
Action to grant the Squad member his Unnatural Intelligence Trait for the duration of that Skill Test.

INTERVENE
Type: Passive
Cost: 300 xp
Effect: The Technician has a deeper understanding of the First Law of Robotics. Whenever any Comrade within 10
metres of the Technician would take a hit that would kill him, the Technician may take the hit instead, rolling
Damage as normal.

TECHNICIAN RECOMMENDED ADVANCES


Advance
Type
Page
Prerequisites
Agility - Simple
Characteristic 65
Agility - Intermediate
Characteristic 65
Agility - Simple
Intelligence - Simple
Characteristic 65
Intelligence - Intermediate
Characteristic 65
Intelligence - Simple
Perception - Simple
Characteristic 65
Perception - Intermediate
Characteristic 65
Perception - Simple
Common Lore (choose one)
Skill
78
Medicae
Skill
83
Medicae +10
Skill
83
Medicae
Navigate (Stellar)
Skill
85
Navigate (Surface)
Skill
85
Operate (Aeronautica)
Skill
85
Operate (Surface)
Skill
85
Operate (Voidship)
Skill
85
Scholastic Lore (choose one)
Skill
87
Tech-Use
Skill
90
Tech-Use +10
Skill
90
Tech-Use
Counter Attack
Talent
97
WS 40
Disarm
Talent
97
Ag 30
Foresight
Talent
99
Int 30
Infused Knowledge
Talent
100
Int 40, Lore (any one)
Mimic
Talent
103
Polyglot
Talent
104
Int 40, Fel 30
Swift Suture
Talent
106
Takedown
Talent
106
Total Recall
Talent
106
Int 30
Unarmed Warrior
Talent
107
WS 35, Ag 35
Weapon Training (choose one)
Talent
108
These Advances may have already been granted by this Speciality during character creation.

50

TRAIT DESCRIPTIONS

CHAPTERS IV and
V: SKILLS,
TALENTS AND
TRAITS

The rules for each Trait can be found in the


descriptions below. In some cases, a Trait has a
variable level, indicating a number of armour points,
arms, or some other factor. In these cases, the Trait
has an (X) after its title, where X indicates the level at
which a creature has the Trait.

ACID BLOOD
This creature has concentrated acid for blood.
Whenever the creature suffers explosive or rending
damage, all characters engaged in melee with them
suffer a number of points of energy damage equal to
the creatures Toughness bonus.

As Aliens is very different from Warhammer 40,000,


the following new Skills, Talents and Traits have been
created to better emulate the characters and creatures
of the setting.

Whenever a creature with this Trait is killed,


it falls down dead and inflicts a number of points of
damage on the floor equal to its starting wounds.
Additionally, if the creature is killed by an attack that
inflicts explosive damage, a like amount of damage is
inflicted to all characters and objects within 2 metres.
A creature with this Trait is immune to
damage inflict by other creatures of the same type as a
result of this Trait. Additionally, all damage inflicted
as a part of this Trait has the Corrosive quality.

SKILLS
Because of the nature of the Aliens setting, Lore Skills
focus on different areas of knowledge. The changes
these skills are outlined below.

COMMON LORE
This skill still covers areas of (relatively) common
knowledge: Core Systems, Corporations, Interstellar
Commerce Commission, Outer Rim, Tech, USCMC,
War.

SYNTHETIC
A creature with this Trait is an android, an artificial
being built to resemble a human being. Synthetics do
not breathe and are immune to diseases, extremes of
cold, fatigue, fear, mind-influencing psychic powers,
poisons and toxic effects. Additionally, a Synthetic
may only be stunned by attacks that possess the
Shocking Quality.
A Synthetic does not require sleep; instead,
every 400 days they must spend at least 72 hours
recharging their power cell. Also, synthetics do not
need to consume ordinary food and drink (they can,
but their stomach contents must then be later purged
in a manner similar to vomiting).
Finally, creatures with the Bestial Trait will
tend to perceive Synthetics as little more than
machines. They will generally ignore a Synthetics
presence unless attacked, or directed to do otherwise
by a controlling third party.

FORBIDDEN LORE
Whilst not forbidden per se, this skill represents
knowledge that is far beyond the purview of normal
academia: Black Ops, Engineers, Human
Experimentation, Xenomorphs, Yautja.

SCHOLASTIC LORE
This skill still represents information that tends to be
learned in a formal setting: Alien Species, Ancient
History, Astrophysics, Bureaucracy, Chemistry,
Cryptology, Law, Medicine, Philosophy, Synthetics,
Tactics.

TRAITS
The following are new Traits intended for use in the
Aliens setting.

51

52

influence, they may gain access to additional gear that


they feel is necessary for the completion of their
mission.

CHAPTER VI:
ARMOURY

WEAPONS

This section presents an exhaustive list of equipment


that may become available to characters in Aliens:
Only War. Starting characters begin with a standard
regimental kit. The contents of the kit vary based upon
the nature of the regiment, conditions of their
deployment and the environment which they will be
expected to operate in.
The process of acquiring further gear is
dependent upon deployment conditions and mission
parameters. Of course, as characters grow in fame and

Weapons are divided into several groups covering the


many weapons used by a variety of groups across the
frontier of human space. Unless they are of Poor
Craftsmanship, all weapons come with the appropriate
holster or carrying strap as part of their cost.
The weapons presented below are in the
same format as can be found in Chapter VI of the
Only War core rulebook.

RANGED WEAPONS
Solid Projectile Weapons
Name
Class
.32 Walther GSP Expert
Pistol
.357 Magnum
Pistol

Range
25m
50m

RoF
S/-/S/-/-

Dam
1d10+4 I
1d10+4 I

Pen
0
2

Clip
5
6

AF13 Shotgun

Basic

30m

S/-/-

1d10+4 I

Arc Launcher

Basic

30m

S/-/-

1d10+4 E

Benelli M3T Super 90

Basic

30m

S/3/-

1d10+4 I

Bolt Gun

Basic

15m

S/-/-

2d10+8 R

Harpoon Gun
ID16 Incendiary Shells

Pistol
Basic

50m
30m

S/-/S/-/-

1d10+4 R
1d10+4 E

5
5

1
3

M4 Pistol
M4A3 Service Pistol
M4A4 Service Pistol
M4RA Battle Rifle

Pistol
Pistol
Pistol
Basic

50m
50m
50m
100m

S/-/S/-/S/-/S/-/-

1d10+3 I
1d10+4 I
1d10+5 I
1d10+5 I

0
0
2
6

12
12
12
15

M37A2 Pump Shotgun

Basic

30m

S/-/-

1d10+4 I

M39 Submachine Gun


M41A Pulse Rifle

Basic
Basic

50m
125m

-/-/10
S/4/10

1d10+3 I
1d10+5 X

0
5

48
99

2
Full
Full
Full

M41AE2 Heavy Pulse


Rifle

Heavy

125m

-/-/10

2d10+5 X

300

Full

M42A Scoped Rifle


M90 Minigun

Basic
Heavy

700m
300m

S/-/S/3/10

1d10+8 I
2d10+4 I

8
8

15
900

MK221 Tactical Shotgun

Basic

30m

S/2/-

1d10+4 I

NSG 23 Assault Rifle


U7 Tac-Shotgun

Basic
Basic

100m
30m

S/3/5
S/-/-

1d10+4 I
1d10+4 I

3
0

30
4

VP70 Machine Pistol


VP78 Pistol
WY88 Mod 4 Combat
Pistol
WY102 Sniper Rifle

Pistol
Pistol
Pistol

50m
50m
50m

S/3/S/3/S/-/-

1d10+3 I
1d10+4 I
1d10+4 I

0
0
1

18
18
18

Full
3
Full
2
Full
Full
2
Full
Half
Half
Half

Basic

500m

S/-/-

1d10+8 I

10

30

Full

ZX76 Shotgun

Basic

30m

S/-/-

1d10+4 I

12

Full

53

Rld
Full
2
Full
2
Full
2
Full
2
Full
2
Full
Full
2
Full
Half
Half
Half
Full

Special
Accurate
-

Wt.
2
3

Avail.
Rare
Common

Inaccurate,
Scatter
Shocking

Inaccurate,
Scatter
Inaccurate,
Recharge
Flame

Scarce

Common

2
-

Average
-

Reliable
Reliable
Accurate,
Reliable
Inaccurate,
Scatter
Inaccurate
Felling (1),
Reliable,
Tearing
Felling (1),
Reliable,
Tearing
Accurate
Storm

1
1
1.5
5

Common
Average
Scarce
Scarce

Average

3.5
5

Average
Scarce

10

Rare

5
40

Very Rare
Very Rare

Inaccurate,
Scatter
Inaccurate,
Scatter
Reliable
Reliable
-

6.5

Scarce

5
-

Scarce
-

1.5
1.5
1.5

Common
Average
Scarce

Accurate,
Proven (3)
Inaccurate,
Scatter, TwinLinked

Very Rare

5.5

Scarce

RANGED WEAPONS (CONT)


Flame Weapons
Name
M78 PIG
XM99A Phased
Plasma Pulse Rifle

Class
Heavy
Basic

Range
500m
150m

RoF
S/-/S/-/-

Dam
3d10+10 E
1d10+7 E

Pen
5
5

Clip
30
4

Rld
3 Full
2 Full

Special
Lance
Melta

Wt.
15
6

Avail.
Very Rare
Extremely
Rare

Flame Weapons
Name
ID23 Incinerator
M240A1 Incinerator
M260B Flamethrower

Class
Basic
Basic
Basic

Range
20m
30m
40m

RoF
S/-/S/-/S/-/-

Dam
1d10+4 E
1d10+5 E
1d10+5 E

Pen
6
6
6

Clip
4
15
25

Rld
2 Full
2 Full
2 Full

Special
Flame, Spray
Flame, Spray
Flame, Spray

Wt.
2.7
3.5

Avail.
Scarce
Rare

Launcher Weapons
Name
H34 Frag Launcher
M5 RPG Launcher
M6B Rocket Launcher

Class
Basic
Heavy
Heavy

Range
50m
300m
300m

RoF
S/-/S/-/S/-/-

Dam
2d10 X

3d10+4 X

Pen
0

Clip
4
4
3

Rld
2 Full
2 Full
2 Full

Wt.
30
30

Avail.
Average
Rare

M83A2 SADAR

Heavy

250m

S/-/-

2 Full

35

Rare

M83AM SADAR
AMAG

Heavy

250m

S/4/-

2 Full

35

Very Rare

M92 Grenade
Launcher
M112 HIMAT

Heavy

60m

S/-/-

2 Full

Special
Blast (3)

Accurate,
Blast (6)
Accurate,
Blast (3),
Indirect
Accurate,
Indirect,
Proven (3)

12

Average

Heavy

S/-/-

3D10+8 X

10

3 Full

Very Rare

Heavy

S/3/5

10

3 Full

70

Very Rare

U1 Grenade Launcher

Basic

S/-/-

2 Full

Concussive
(3), Indirect
Inaccurate,
Indirect

18

M402 Mortar

1501250m
50300m
50m

The Damage, Penetration and Special Qualities of Launcher weapons with variable ammunition are dependent upon the grenade or missile
used

.357 MAGNUM

SOLID PROJECTILE
WEAPONS

The .357 revolver is a 6-round, semi-automatic


revolver manufactured by Spearhead Armoury and
chambered in .357 LR. It is heavy, bulky, oldfashioned and very, very effective.

The most common weapons in colonised space, many


modern solid projectile weapons are caseless, relying
on a binary propellant to propel rounds out of the
barrel. To use the various classes of solid projectile
weapons, you must have the Weapon Training (Solid
Projectile) Talent.

.32 WALTHER GSP EXPERT


The Walther Gebrauchs Sport Pistole is a Germanmade semi-automatic target pistol. Despite its age it is
a precision weapon that still fetches high prices
amongst collectors.

AF13 SHOTGUN
The AF13 shotgun is a modular weapon that is
available only as an under barrel attachment for the
NSG 23 assault rifle.

54

ARC LAUNCHER

HARPOON GUN

The Arc launcher is a modular weapon that is


available only as an under barrel attachment for the
MK221 shotgun. It fires electrically charged shotgun
slugs.

An industrial tool more than a weapon, the harpoon


gun fires a barbed projectile attached to a 50m steel
cable.

ID16 INCENDIARY SHELLS


The ID16 incendiary launcher is a modular weapon
that is available only as an under barrel attachment for
the MK221 shotgun. It fires incendiary shotgun slugs.

BENELLI M3T SUPER 90 SHOTGUN


The Benelli Super 90 is a family of Italian-made semiautomatic shotguns chambered in 12 gauge. The
Super 90 is primarily used by police and military
forces, although civilian versions also exist. The
weapons are known for their reliable and easy-tomaintain operating mechanism.

M4RA BATTLE RIFLE


The M4RA battle rifle is a compact bullpup mid to
long-range battle rifle. It has a single under barrel
attachment rail, and when purchased it comes with U1
Grenade Launcher and U7 Tac-Shotgun under barrel
attachments as standard.

BOLT GUN
The bolt gun is a pneumatically-powered improvised
weapon. While markedly sluggish to operate due to
the few seconds it takes to charge the weapon, the
industrial hardware it fires is devastating to a range of
targets.

55

M37A2 PUMP SHOTGUN

M4A4 SERVICE PISTOL

The M37A2 pump shotgun is a pump-action combat


shotgun. It has a reputation for reliability, and is in
common use in the military.

The M4A4 is an upgrade over the M4A3, trading the


9mm round for a .45 caliber cartridge, granting it
increased power at the cost of a slightly smaller
magazine capacity.

M41A PULSE RIFLE


The M41A pulse rifle is a pulse-action, air-cooled,
selective fire assault rifle. It has a single under barrel
attachment rail, and when purchased it comes with U1
Grenade Launcher and U7 Tac-Shotgun under barrel
attachments as standard.

M39 SUBMACHINE GUN


The M39 SMG is a submachine gun manufactured by
Armat Battlefield Systems. Whilst its low penetrating
power makes it a poor choice against armoured
targets, it makes it useful in urban operations where
collateral damage is a concern.

M41AE2 HEAVY PULSE RIFLE


The E2 is similar to a standard pulse rifle except that
the under barrel rail has been removed and the gun
modified with a replaceable barrel. An optional 'L'
feed ammunition clip contains up to 300 rounds. The
intention is to introduce the E2 as a light support
weapon, the replaceable barrel offering greater rates
of sustained fire in support of rifle and recon squads.

M4 PISTOL
The M4 Pistol is a family of American-made semiautomatic handguns chambered for 9mm ammunition.
Various incarnations of the weapon have been
employed by the USCMC as their standard issue
sidearm for decades.

M42A SCOPE RIFLE


The M42A scope rifle is an American-made semiautomatic sniper rifle chambered for 10mm M252
HEAP ammunition. The M42A can be linked by wire
to a motion tracker within 2m; this grants the scope
rifle the benefits of a motion tracker, whilst removing
the trackers restriction on Aim Actions.

M4A3 SERVICE PISTOL


The M4A3 pistol is a replacement for the ageing
VP70 in service with the USCMC. While sufficiently
powerful to be effective against most unarmored foes,
it lacks effectiveness against tougher targets with
heavy armor.

56

M90 MINIGUN

VP70 MACHINE PISTOL

The M90 has a capacity of 900 rounds, all loaded in a


single, continuous belt, and fires in minimum bursts of
3 rounds. The entire 900-round belt can be emptied in
significantly less than one minute. The weapon has
three barrels, and is exceedingly heavy, slowing the
user down while the weapon is readied. It fires armorpiercing rounds at an extremely high rate of fire,
making it effective against small, fast-moving targets
as well as durable, armored targets.

The Heckler & Koch Volkspistole 70 is a Germanmade, blowback-operated, burst capable pistol
chambered in 919mm Parabellum manufactured by
Heckler and Koch GmbH.

VP78 PISTOL
MK221 TACTICAL SHOTGUN

The VP78 pistol is chambered for 9mm squash-head


rounds for increased stopping power. It can fire in
both semi-automatic and three-round burst modes;
while accuracy during three-round burst is poor, it
greatly increases the weapon's effectiveness at close
range.

The MK221 shotgun is constructed of heat resistant


alloys, allowing the weapon to maintain structural
integrity after firing multiple shots in quick
succession. It has a single under barrel attachment rail,
and when purchased it comes with Arc Launcher, H34
Frag Launcher and ID16 Incendiary shell launcher
attachments as standard.

NSG 23 ASSAULT RIFLE


The NeuSturmgewehr 23 is a three-round burst assault
rifle manufactured by Weyland-Yutani. It has a single
under barrel attachment rail, and when purchased it
comes with AF13 Shotgun, H34 Frag Launcher and
ID23 Incinerator under barrel attachments as standard.

WY88 MOD 4 COMBAT PISTOL


The 88 Mod 4 pistol is an extremely light and durable
weapon constructed completely from nano-bound,
hard impact plastics and other synthetic materials.

U7 TAC-SHOTGUN

WY102 SNIPER RIFLE

The U7 shotgun is a modular weapon that is available


only as an under barrel attachment for the M4RA
battle rifle or the M41A pulse rifle.

The WY102 sniper rifle is a railgun designed for


extreme range, typically used in roles of long range
fire support and assassination. It fires a super-heated

57

slug at extreme velocities that can pierce most forms


of body armour, and even penetrate the thick armour
plating of vehicles and structures.

XM99A PHASED PLASMA PULSE RIFLE


The XM99A phased plasma pulse rifle is a long-range
prototype semi-automatic plasma based rifle.

ZX76 SHOTGUN
The ZX-76 is a pump-action shotgun incorporating an
unusual double barrel design; while the weapon
typically fires from only one of these barrels at a time,
the weapon is also capable of discharging both
simultaneously, for a much more powerful blast.

FLAME WEAPONS
Flame weapons spray their foes with a sticky, fastburning fuel similar to napalm. To use the various
classes of flame weapons, you must have the Weapon
Training (Flame) Talent.

ID23 INCINERATOR
The ID23 incinerator is a modular weapon that is
available only as an under barrel attachment for the
NSG 23 assault rifle. Unlike other Flame weapons it
can be operated with Weapon Training (Solid
Projectile) at no penalty.

PLASMA WEAPONS
Plasma weapons are rare enough that most people
have never even seen one, let alone learned how to
use it. They work by using hydrogen fuel stored in
magnetic containment bottles, and are universally
lethal. To use the various classes of plasma weapons,
you must have the Weapon Training (Plasma) Talent.

M78 PIG
The M78 phased-plasma infantry gun is a manportable anti-armor weapon used by the USCMC that
employs a vaporized plasma laser to burn through
armor.

M240A1 INCINERATOR
The M240 flamethrower is designed for use in close
combat at the squad and fire team level. It uses ultrathickened napthal fuel as a base, stored under pressure
and ignited by a nozzle burner as it leaves the
weapon's barrel.

58

M260B FLAMETHROWER

SHOCK-PROD

Designed as a replacement for the ageing M240


Incinerator Unit, the M260B is useful for neutralizing
massed or fast-moving targets.

Generally not intended as a lethal weapon, shock or


cattle-prods are used to inflict pain without severe
injury. They are often used to direct or goad targets,
although their electrical current can be dangerous to
synthetics.

LOW-TECH WEAPONS
Even in the future people occasionally have a need to
club someone over the head. To use the various
classes of low-tech weapons, you must have the
Weapon Training (Low-Tech) Talent.

WRENCH
This heavy steel hand tool can be used as an
improvised club.

FIRE AXE
Used primarily for breaking down doors and
windows, a fire axe tends to be just as lethal when
applied to living targets.

LAUNCHERS
Launchers make use of explosive projectiles of one
form or another. To use the various classes of
launchers, you must have the Weapon Training
(Launcher) Talent. Setting explosives requires the
Demolition special use of the Tech-Use Skill (see
Chapter IV of the Only War core rulebook).

H34 FRAG LAUNCHER


The H34 frag launcher is a modular weapon that is
available only as an under barrel attachment for the
MK221 shotgun and the NSG 23 assault rifle. Unlike
other Launcher weapons it can be operated with
Weapon Training (Solid Projectile) at no penalty.

NET
Used for millennia to trap targets that you dont want
to kill, modern nets are made of lightweight steel
cables.

M5 RPG LAUNCHER
The M5 Rocket Propelled Grenade is a
portable, shoulder-fired, reloadable, semi-automatic
unguided anti-armor rocket-propelled grenade

59

launcher that can be loaded with a variety of


munitions.

M83AM SADAR AMAG


Once it became clear that individually armored tank
crews could survive a SADAR hit, the USCMC
redesigned the weapon to ensure destruction of both
tank and crew. The result is the SADAR AMAG
(Aerosol MAGnesium), a large four-tubed weapon
that penetrates heavy armor and discharges multiple
megathermal payloads in its interior with a fourrocket salvo.

M6B ROCKET LAUNCHER


The M6B Rocket Launcher is an anti-vehicular
weapon with a tube capacity of three rockets, and can
fire unguided or tracking rockets.

M92 GRENADE LAUNCHER


The M92 is a light, multipurpose grenade launcher
that can be loaded with a variety of different types of
munition.

M83A2 SADAR
The M83A2 SADAR (Shoulder-Launched ActiveHoming Disposable Anti-Tank Rocket) is the premier
infantry anti-armor weapon available to the USCMC.
It can lock on to most targets and seek them
unerringly, making it a devastating weapon when
repeatedly fired from a protected position.

M112 HIMAT
The M112 Hypervelocity Intelligent Missile, AntiTank is a man-portable anti-armor weapon employed
by the USCMC. The core element of the M112 is an
11.3kg carbon fiber composite tube, a single-round
self-contained disposable launcher supported by a
bipod stand and baseplate. The tube incorporates
RTM ports to connect it to the fire control system.
The bipod can be set to launch the warhead
horizontally or at increasing angles up until the
vertical, depending on deployment.

60

timer switch on top of the drum, which can be set


from 2 minutes up to 24 hours. One drum can cover
an area of approximately 200 metres and can spread
quickly depending on wind conditions.

M402 MULTIPLE-LAUNCH MORTAR


The M402 Multiple-Launch Mortar is a man-portable
artillery weapon primarily used in an infantry small
unit support fire role. The mortar uses an 80 mm twintube design, automatically fed from a ten-round rotary
magazine. The weapon can be aimed and fired by a
remote command handset, either singly or in volleys
firing each tube sequentially. All ten rounds can be
volley-fired in less than eight seconds.

U1 GRENADE LAUNCHER
The U1 grenade launcher is a modular weapon that is
available only as an under barrel attachment for the
M4RA battle rifle or the M41A pulse rifle. Unlike
other Launcher weapons it can be operated with
Weapon Training (Solid Projectile) at no penalty.

G2 SHOCK GRENADE
The G2 Electroshock Grenade (informally known as
the Sonic Electronic Ball Breaker, due to detonation
height and effect), is a type of timed detonation
bounding mine grenade. Once tossed to the ground the
G2 propels to a height of one meter and delivers an
electric payload of over a million volts. The shock is
instantaneous and although rarely fatal it delivers
enough current to disrupt the central nervous system.

GRENADES, MISSILES
AND ROUNDS
The explosives listed here are split into two types;
those in the thrown class may be thrown by hand or
loaded in a grenade launcher as grenades. Those listed
without a class are bulky and heavy, and must be
placed using the rules listed under each individual
weapon.

M20 CLAYMORE MINE


The Claymore Mine is a proximity triggered antipersonnel mine filled with ball bearings encased on
top of a high explosive compound The M20
incorporates active sensors which, when tripped, will
cause the M20 to explode.

B15 FRAG GRENADE


The B15 frag grenade is a high explosive grenade
primarily used by the USCMC. The B15 is mainly
used as ammunition for the Pulse Rifle's grenade
launcher but it can also be used as a standalone hand
grenade by removing the red cap from the top of the
grenade and pressing the button twice.

CN20 NERVE GAS


CN20 Nerve Gas attacks the nervous system of the
human body. Initial symptoms following exposure are
tightness in the chest and constriction of the pupils.
Within minutes this escalates to difficulty breathing,
nausea and uncontrolled salivation, followed by
vomiting and spontaneous incontinence. Ultimately
the victim becomes comatose, suffocating as a
consequence of convulsive spasms. The Nerve Gas is
stored in 20 litre canisters and is released by setting a

61

firing a smartgun while wearing an M56 combat


harness may ignore up to a -30 penalty on their attack
rolls. However, the gun will always assign multiple
hits to the closest target. It will continue to do so until
the target is dead, only then moving on to assign any
leftover hits to the next nearest target.

M40 HEDP GRENADE


The M40 High Explosive Dual Purpose Grenade is a
type of high explosive fragmentation grenade.
The M40 contains notched steel wire wrapped around
a Composition B15 explosive core, which spreads
more than 300 metal fragments over a casualty radius
of 5 m upon detonation. The M40 is mainly used as
ammunition for the Pulse Rifle's grenade launcher but
it can also be used as a standalone hand grenade by
removing the red cap from the top of the grenade and
pressing the button twice.

Example: A smartgun is fired on full auto at a group


of 5 targets scoring 7 hits. The gun applies hits to the
closest target until it is dead, in this case 3 hits. The
remaining hits are applied to the next closest target
until it is dead, taking another 3 hits. The final
leftover hit is applied to the next closest target,
damaging but not killing them.
If you wish to assign hits to any other target, then you
must first pass a Challenging (+0) Strength Test to
drag the guns servos in the direction that you want
them to go. Succeeding on this test means that for this
attack you may assign hits as you wish.

P9 SHARP
The P9 Sonic Harpoon Artillery Remote Projectile
Rifle (SHARP Rifle), nicknamed the Sharp Stick after
its unique ammunition, is a prototype weapon firing
time-delayed explosive-tipped darts that can be
embedded in local terrain. The darts detonate
automatically when they detect movement within 3
metres, and they can be programmed to ignore targets
broadcasting specific IFF frequencies.

U4 FIREBOMB
The U4 Firebomb, also known simply as the
Firebomb, is a Napalm B-based incendiary explosive.
The U4 erupts on impact, creating lasting chemical
fires that can reach temperatures of 1200 degrees
Celsius

EXOTIC WEAPONS
The weapons listed here require specialist training to
use them. Each of these weapons requires you to have
the appropriate Exotic Weapon Training Talent to use
them.

M56 SMARTGUN
The M56 smartgun is a man-portable heavy machine
gun with automatic targeting capabilities. A character

62

GRENADES, MISSILES AND ROUNDS


Name
B15 Frag Grenade
CN20 Nerve Gas

Class
Thrown
-

Range
SB3
-

RoF
S/-/-

Dam
2d10 X

Pen
0
-

Clip
1
1

Wt.
0.5
1

1
1

Special
Blast (3)
Blast (6), Felling (1), Toxic
(5)
Blast (1), Shocking
Spray

0.5
1

Avail.
Common
Extremely
Rare
Rare
Rare

G2 Shock Grenade
M20 Claymore
Mine
M40 HEDP
Grenade
U4 Firebomb

Thrown
-

SB3
30m

S/-/-

6
4

Thrown

SB3

S/-/-

Thrown

SB3

S/-/-

1d10+3 E
2d10+4
X
2d10+4
X
1d10+3 E

Blast (1)

0.5

Rare

Blast (3), Flame

0.5

Plentiful

EXOTIC WEAPONS
Name
M56 Smartgun
P9 SHARP

Class
Heavy
Basic

Range
325m
150m

RoF
-/4/10
S/-/-

Dam
2d10+4 X
2d10+4 X

Pen
6

Clip
150
10

Rld
2 Full
Full

Special
Reliable, Tearing
Blast (3)

Wt.
30
12

Avail.
Rare
Extremely Rare

LOW-TECH WEAPONS
Name
Fire Axe
Net
Shock Prod
Wrench

Class
Melee
Melee
Melee
Melee

Range
-

Dam
1d10+2 R
1d10 E
1d10 I

Pen
2
0
5
0

Special
Unbalanced
Flexible, Snare, Unwieldy
Shocking
Primitive (7), Unbalanced

Wt.
4
1
3.5
2

Avail.
Common
Scarce
Scarce
Plentiful

WEAPON UPGRADES
The upgrade descriptions below follow the same rules as outlined in Chapter VI of the Only War Core Rulebook.
Name
M56 Combat Harness

Weight
1/2

Availability
Rare

M56 COMBAT HARNESS


Specifically designed to be used with the M56 Smart Gun, when the two are combined the Smart Guns operator gains
the Auto-Stabilised Trait he always counts as Braced and may fire the Smart Gun on Semi- or Full-Automatic as a
Half Action.
Upgrades: Any Smart Gun

63

Name
Advanced SE Suit
Apesuit
Flak Vest
M3 Pattern Personal Armour
M4X Body Armour
M10 Pattern Ballistic Helmet
MK 35 Pressure Suit
MK 50 Compression Suit

Locations Covered
All
All
Body
Body, Legs
All
Head
All
All

AP
4
5
3
5
6
5
5
3

Weight
6
15
3
10
8
2
15
20

Availability
Extremely Rare
Near Unique
Scarce
Rare
Very Rare
Rare
Rare
Scarce

FLAK VEST

ARMOUR

Standard issue body armour for non-frontline


personnel in most militaries, Flak Vests are cheap,
simple to use and effective for those not expecting to
come under direct fire from the enemy.

The following armour is specific to the Aliens setting,


and follows the rules for armour as described in
Chapter VI of the Only War Core Rulebook.

ADVANCED SE SUIT
This is a highly advanced environment suit used in
exploration, reconnaissance and for tactical
maneuverability in the field. An Advanced SE suit
protects against extremes of temperature, barometric
pressure and atmospheric composition for up to 12
hours.

M3 PATTERN PERSONAL ARMOR

APESUIT

The M3 Pattern Personal Armor, also known as the


Armored Vest, is the standard ballistic protective
armor system employed by the USCMC in the 22nd
century. Manufactured by Armat Battlefield Systems,
it is designed to balance lightness and comfort with
optimum protection.

The Apesuit is a specialized armoured suit, used by


both the USCMC and Weyland-Yutani combat
personnel, which effectively protects the wearer from
the hazardous effects of Xenomorph acidic blood. An
Apesuits AP is not reduced by Corrosive damage.
Additionally the Apesuit is bulky, and the wearer
suffers a -10 penalty on all Agility and Perceptionbased Tests.

M4X BODY ARMOUR


An update to the aging M3 vest, M4X armor provides
better protection against high-velocity impacts than its
predecessor without sacrificing mobility. Instead of a

64

basic vest and infantry helmet, the M4X incorporates


full-body protection with armored sleeves, thick
gloves, and a full-face helmet complete with a light
ballistic-resistant visor. When M4X armour is
damaged by the Corrosive special quality, the damage
is reduced by 2 (minimum 0).

WARGEAR
Very few military personnel carry items beyond the
standard kit issued to their platoon. However,
sometimes for specific missions, specialised
equipment is issued on a case-by-case basis.

M10 PATTERN BALLISTIC HELMET

CLOTHING AND WORN


GEAR

The M10 helmet is the standard-issue head protection


issued by the USCMC. It is manufactured by Armat
Battlefield Systems. The M10 helmet incorporates a
Helmet Cam, Personal Data Transmitter and a
removable Radio with headset. It also has an inbuilt
Preysense Sight.

Standard clothing and uniforms are considered to be


relatively freely available. For rarer gear and clothing,
consult the following entries.
Name
Helmet Cam
Radio
TNR Shoulder Lamp

Weight
0.1
0.1
0.5

Availability
Scarce
Average
Abundant

HELMET CAM
Worn on a helmet or headband, a Helmet Cam has a
range of 2km and it can broadcast on an open or
encrypted frequency. They can be linked to a Personal
Data Transmitter, and have internal storage good for
capturing hundreds of hours of footage.

MK 35 PRESSURE SUIT
The MK 35 pressure suit is the standard pressure suit
in use by the USCMC. A MK 35 pressure suit protects
against extremes of temperature, barometric pressure
and atmospheric composition for up to 6 hours. The
MK 35 is bulky, and the wearer suffers a -10 penalty
on all Agility and Perception-based Tests.

RADIO
Standard radios come in handheld and headset
varieties, and have a range of about 1km (depending
on weather, local atmosphere and intervening terrain).

MK 50 COMPRESSION SUIT
This environment suit used is manufactured by
Weyland-Yutani, and is in common use in both the
public and private sector. A MK 50 compression suit
protects against extremes of temperature, barometric
pressure and atmospheric composition for up to 6
hours. The MK 50 is bulky, and the wearer suffers a 10 penalty on all Agility-based Tests.

65

TNR SHOULDER LAMP


The TNR model shoulder lamp can be shouldermounted or hand-held at the users discretion. It
allows the wearer to carry a light source and still keep
both hands free for using a weapon.

JUMPING JACK
A small, immobile decoy for Motion Trackers, any
tracker within range will detect the Jack as if it was a
moving, human sized object. Jumping Jacks have a
battery that lasts two days

M314 MOTION TRACKER


The user gains a +20 bonus to Awareness Tests and
the Unnatural Senses (50) Trait. However, using a
motion tracker requires a Half Action and a free hand.
The user may also wield a two-handed ranged weapon
at the same time, but they may not take the Aim
Action.

TOOLS
The USCMC make use of a variety of tools.
Name
Comtech Hacking Tool
Demolition Charge
Jumping Jack
M314 Motion Tracker
Maintenance Jack
ME3 Hand Welder
Medpod
Personal Data Transmitter
Spectragraph Drone
Synapse Reestablisher
UA 571-C Automated Sentry Gun

Weight
0.5
10
2
1
4
2
450
2
100
45

Availability
Rare
Rare
Rare
Scarce
Ubiquitous
Average
Very Rare
Common
Very Rare
Very Rare
Very Rare

MAINTENANCE JACK
A the maintenance jack is common multi-tool on
vessels and off-world facilities. A maintenance jack
counts as a basic toolkit, and may be used as an
improvised melee weapon (Melee; 1d10+2 I;
Penetration 0; Concussive [0]).

COMTECH HACKING TOOL


Carried in a belt pack, a hacking tool grants a +30
bonus on Security Tests when trying to defeat
electronic locks. Poor quality models are known as
security access tuners, and only grant a +10 bonus.

DEMOLITION CHARGE
A demolition charge can be set in place with a Full
Action by anyone who possesses the Tech-Use Skill.
It explodes for 6d10 E Damage, Penetration 12, with a
range of 2m and the Melta Quality.

66

ME3 HAND WELDER


The hand welder can cut through materials up to 10cm
thick, and be set to cut or weld. They can be used as
an improvised weapon (Basic; 1m; 2d10+16 E; Pen
10; Clip 5; Rld 2 Full) but only on stationary targets.

SPECTAGRAPH DRONE
These advanced drones use laser-mapping technology
to build a 3D map of their surrounding terrain. They
can be remotely operated or set to operate
independently, and travel at a speed of 10m per Turn.
They have little internal storage capacity and must be
linked to a computer system of some sort within
communication range.

MEDPOD
The medpod may perform most medical surgical
procedures, and counts as a full set of surgical tools
and trained assistants. It may also perform the
following uses of the Medicae Skill: First aid,
Extended care, Diagnose and Chem use (Antidote
only). Advanced versions possess the Medicae Skill,
making rolls with an effective Intelligence of 40 and a
+30 situational modifier. These models are Near
Unique, and are worth an absolute fortune.

SYNAPSE REESTABLISHER
This piece of rare, experimental technology may be
used to temporarily grant a semblance of life to the
dead. Upon connection to the deceaseds nervous
system, the synapse reestablisher revivifies the corpse
to the point where it regains basic awareness and can
answer simple questions. This state lasts for 1d10
minutes, and may only be attempted once as
afterwards, the subjects nervous system degrades
very quickly. The synapse reestablisher may also be
used to communicate with comatose patients, but
every attempt to do so permanently reduces the
subjects Intelligence and Perception by 1d5.

PERSONAL DATA TRANSMITTER


PDTs are issued as standard IFF transponders to most
modern troops. They have a range of about twenty
kilometres, and indicate the bearers position. Good
quality models can be surgically implanted or transmit
additional data such as vital signs. Best quality models
can do both of these things.

67

Name
M30 Autocannon

Class
Heavy

Range
300m

RoF
-/-/10

Dam
2d10 X

Pen
6

Clip
500

Special
Tearing

Wt.
-

Avail.
-

permission to fire on a case-by-case basis, and doing


so for any number of targets each Turn is a Full
Action.

UA 571-C AUTOMATED SENTRY GUN


As known as the robot sentry, the UA 571-C is a
tripod-mounted automated perimeter defense system
employed by the USCMC to deliver pre-set automatic
fire to any hostile within range. They are equipped
with an M30 Autocannon, a Motion Tracker, and
automatic thermal and movement actuated AI
targeting capabilities that grant Ballistic Skill 40 and
Perception 40. Robot sentries come equipped with a
portable command console with a range of 1km, and
they have two modes that they can be set to:
Auto-Remote: The robot sentry will attack any
target detected by its Motion Tracker that does not
have an active Personal Data Transmitter that matches
its IFF (Identify: Friend/Foe) frequency.
Manual Override: When the robot sentry detects a
potential target, it communicates with the command
console; the controller grants the robot sentry

68

69

While far from exhaustive, the following represents a


sample of the most common vehicles found across
human-occupied space. They run the gamut from
cutting edge exploration vehicles, through military
hardware all the way down to civilian workhorses.

Type: Walker
Tactical Speed: 10 m
Cruising Speed: (Ag) kph Manoeuverability: +0
Structural Integrity: 20 Size: Hulking
Armour: Front 20, Side 20, Rear 20
Vehicle Traits: Open-Topped, Ponderous, Rugged,
Walker
Crew: 1 Driver
Carrying Capacity: 4000kg (4.4 tons)

ATV NR6

Weapons

The ATV NR6 is a two-person transport vehicle with


4-tread, track-belted wheels able to negotiate nearvertical terrain carrying small payload. With the NR6,
planetary engineers are able to survey previously
inaccessible areas of newly discovered proto-colonies.

Powered Lifting Forks (Melee; 2d10+8 I; Pen 4;


Unbalanced)

VEHICLES

Special Rules
The operation of a Power Loader is more like wearing
a suit of heavy powered armour than it is driving a
conventional vehicle. The P5000 Work Loader
operates using the wearers Characteristics, with the
following exceptions:
The wearer gains the Auto-Stabilised, Sturdy and
Unnatural Strength (4) Traits.
Power Loaders are not particularly agile; the wearer
automatically fails all Agility-based Tests apart from
Operate Skill Tests made to drive the Loader.

DAIHOTAI TRACTOR
The Daihotai Tractor is a cheap, rugged commercial
off-road vehicle, designed for use on extraterrestrial
colonies. It can operate in a variety of enviornments
and the unusual suspended 88 wheel arrangement
allows it to traverse hostile, uneven and unprepared
ground, such as is commonly found on recently
colonized extrasolar planets.

Type: Tracked Vehicle


Tactical Speed: 18 m
Cruising Speed: 65 kph
Manoeuverability: +10
Structural Integrity: 20 Size: Hulking
Armour: Front 15, Side 15, Rear 15
Vehicle Traits: Enhanced Motive Systems, OpenTopped, Tracked Vehicle
Crew: 1 Driver
Carrying Capacity: 1 Passenger

Special Rules
The NR6 is incredibly light for its size. Should it ever
be rolled over onto its side, a person with a Strength
Characteristic of at least 30 can right it with a Full
Action.

CATERPILLAR P5000 WORK LOADER


The Power Loader is a commercial mechanized
exoskeleton used for lifting heavy materials and
objects. As well as widespread industrial use, the P5000 is heavily employed by the USCMC to load
ordnance on board their starships.
Type: Wheeled Vehicle
Tactical Speed: 14 m
Cruising Speed: 55 kph
Manoeuverability: +0
Structural Integrity: 30 Size: Enormous
Armour: Front 25, Side 25, Rear 25
Vehicle Traits: Enclosed, Rugged, Wheeled Vehicle
Crew: 1 Driver
Carrying Capacity: 5 Passengers

70

Type: N/A
Tactical Speed: N/A
Cruising Speed: N/A
Manoeuverability: N/A
Structural Integrity: 20 Size: Hulking
Armour: Front 15, Side 15, Rear 15
Vehicle Traits: Enclosed, Environmentally Sealed,
Orbital Deployment
Crew: None
Carrying Capacity: 1 Passenger

Options
At the GMs discretion, the Daihotai Tractor can
optionally be fitted with a hull-mounted device on the
front and/or back of the vehicle (choose one of the
following):
Bulldozer blade
Backhoe
The Daihotai can also be optionally fitted with a
single turret-mounted device on the top of the hull
(choose one of the following):
Mechanical excavator
Crane
Core sampler
Welder
Waldo arm

Special Rules
Ejection capsules are resistant to the rigors of
plummeting through a hostile atmosphere and
crashing into the surface of an alien world. The
passenger inside will usually survive such an impact,
although not necessarily uninjured.

Special Rules
Even though it is a Wheeled Vehicle, the Daihotai
Tractor has multiple independently articulated wheels.
As a result, it operates much more like a Tracked
Vehicle. The Daihotai Tractor is a Wheeled Vehicle in
all respects with the following exceptions:
The Daihotai Tractor gains a +10 bonus to all tests
involving Difficult Terrain.
Whenever the Daihotai Tractor suffers Critical
Damage to its Motive Systems that results in the
vehicle being slowed, the result of the roll to
determine how much Tactical Speed is lost is halved
(rounded down). This replaces the rules for Critical
Damage to Motive Systems listed in the entry for
Wheeled Vehicles in the Only War Core Rulebook.

M22A3 JACKSON MEDIUM BATTLE


TANK
The M22 tank was until recently the primary battle
tank of the USCMC. It is considered by many to be
old and outmoded, but despite its replacement by the
newer M40 Ridgeway, the M22 is still in regular use
because of constant budget cuts and cost overruns on
newer vehicles.

EJECTION CAPSULE
The Class-A crew ejection pod is a vehicle designed
for evacuation from a space vessel. Once a crew
member enters and activates the pod, two small door
panels close and seal them in before detaching the pod
from the ship. If the mothership is orbiting a planet,
then the pod will automatically guide itself to the
surface; otherwise it will adopt a slowly decaying
orbit a safe distance away from the parent vessel to
await rescue.

Type: Tracked Vehicle


Tactical Speed: 12 m
Cruising Speed: 30 kph
Manoeuverability: +0
Structural Integrity: 75 Size: Enormous
Armour: Front 40, Side 35, Rear 28
Vehicle Traits: Enclosed, Environmentally Sealed,
Reinforced Armour, Tracked Vehicle
Crew: 1 Commander, 1 Driver
Carrying Capacity: None

Weapons
Turret-mounted 90mm Cannon (3500m; S/-/-; 3d10+5
X; Pen 8; Clip 15; Reload 3 Full; Blast [8],
Concussive [3], Inaccurate, Indirect)
Turret-mounted co-axial Machine Gun (100m; -/-8-;
1d10+5 I; Pen ; Clip 150; Reload 2 Full)
Hull-mounted Smoke Launcher (50m; -/-/5; Pen 0;
Clip 5; Reload 3 Full; Smoke)

Special Rules
The M22 possesses an integral sensor suite, including
a motion tracker and radar with a 100km range.

71

M34A2 LONGSTREET LIGHT TANK

Weapons

The M34 is a light reconnaissance vehicle in common


use with a variety of militaries in human space.

Turret-mounted 115mm Cannon (5000m; S/-/-;


3d10+15 X; Pen 10; Clip 30; Reload 3 Full; Blast
[10], Concussive [3], Inaccurate, Indirect)
Turret-mounted 20 kW Phased Plasma Cannon
(500m; S/-/-; 1d10+10 E; Pen 5; Clip 1000; Reload 5
Full)
Hull-mounted Anti-Personnel Incinerator (50m; S/-/-;
1d10+5 E; Pen 6; Clip 500; Reload 3 Full; Flame,
Spray)
Hull-mounted dual 60mm Mortars (50-300m; S/3/5;
Damage ; Pen ; Clip 200; Reload Full; Inaccurate,
Indirect)
Mortar Anti-Personnel Flechette Rounds (2d10 X; Pen
2; Tearing); Mortar Smoke Rounds (Pen 0; Smoke)
The Damage, Penetration and Special Qualities of Launcher
weapons with variable ammunition are dependent upon the
grenade or missile used

Type: Tracked Vehicle


Tactical Speed: 18 m
Cruising Speed: 50 kph
Manoeuverability: +10
Structural Integrity: 50 Size: Enormous
Armour: Front 35, Side 30, Rear 25
Vehicle Traits: Enclosed, Environmentally Sealed,
Tracked Vehicle
Crew: 1 Commander, 1 Driver
Carrying Capacity: None

Special Rules
The M40 possesses active camouflage systems that
increase the difficulty of Awareness and Tech Use
Tests used to detect it by one level. Additionally,
ranged attacks suffer a further-10 penalty. It also has
an advanced sensor suite, including a motion tracker
and radar with a 100km range. The M40 may also use
its mortar to deploy a mine field, scattering motionactivated mortar shells in a wide radius in the
vehicles front arc, creating a minefield 100m square.

Weapons
Turret-mounted 60mm Cannon (1000m; S/-/-; 3d10+8
I; Pen 6; Clip 12; Reload 3 Full)
Hull-mounted 20mW Boyars PARS 150 Phased
Plasma Cannon (300m; S/-/-; 2d10+10 E; Pen 8; Clip
3000; Reload 5 Full; Blast [1], Maximal)

M577A1 ARMORED PERSONNEL


CARRIER
The M577 APC is a troop transport and multi-role
vehicle designed for use by a lightly-equipped rapidreaction force. It is mobile and well-armed, but, the
rigid design restrictions and compromises imposed by
the need to be drop-transportable have resulted in a
lighter, less capable vehicle than other APCs currently
in US service. However, despite these limitations the
M577 is a remarkably adaptable vehicle; over a dozen
different variants are in service with the USCMC,
with the most common one listed below.

M40 RIDGEWAY MAIN BATTLE TANK


The most advanced tank ever built, the M40 is fast,
hard-hitting and heavily armoured, and has dozens of
integral subsystems designed to boost combat
effectiveness. It also has exceptional stealth
capabilities, enabling it to close to firing range with
enemy forces and remain completely undetected until
the moment it opens fire.

Type: Tracked Vehicle


Tactical Speed: 15 m
Cruising Speed: 40 kph
Manoeuverability: +10
Structural Integrity: 100 Size: Enormous
Armour: Front 50, Side 40, Rear 30
Vehicle Traits: Enclosed, Environmentally Sealed,
Reinforced Armour, Tracked Vehicle
Crew: 1 Commander, 1 Driver
Carrying Capacity: None

72

Type: Wheeled Vehicle


Tactical Speed: 18 m
Cruising Speed: 70 kph
Manoeuverability: +10
Structural Integrity: 50 Size: Enormous
Armour: Front 40, Side 35, Rear 25
Vehicle Traits: Command and Control, Enclosed,
Environmentally Sealed, Wheeled Vehicle
Crew: 1 Commander, 1 Driver
Carrying Capacity: 13 Soldiers plus wargear
Consumables: 2 M41A Pulse Rifles, 2 M240
Incinerator Units, 4 UA 571-C Automated Sentry
Guns, 4 M20 Claymore Mines, 7 CN-20 Nerve Gas
Canisters

M572 Armoured Mortar Carrier: This variant is


used as a platform for a modified version of the M402
Multiple-Launch Mortar, and makes the following
changes to the M557A1 profile.
Crew: 1 Commander, 1 Driver, 2 Loaders
Carrying Capacity: None
Additionally, the Turret-mounted dual Boyars PARS150 Phased Plasma Cannon and Hull-mounted
Automatic Light Mortar are replaced with the
following:
Turret-mounted M402 Multiple-Launch Mortar (50300m; S/3/5; Damage ; Pen ; Clip 200; Reload Full;
Inaccurate, Indirect)
The Damage, Penetration and Special Qualities of
Launcher weapons with variable ammunition are
dependent upon the grenade or missile used

Weapons
Turret-mounted dual Boyars PARS-150 Phased
Plasma Cannons (300m; S/-/-; 2d10+10 E; Pen 8; Clip
3000; Reload 5 Full; Blast [1], Maximal, TwinLinked)
Hull-mounted twin RE700 20mm Gatling Cannons
(Front Facing; 300m; -/3/10; 2d10+4 I; Pen 8; Clip
1700; Reload 3 Full; Storm)
Hull-mounted Automatic Light Mortar (Front Facing;
50-300m; S/3/5; Damage ; Pen ; Clip 32; Reload 3
Full; Inaccurate, Indirect)
The Damage, Penetration and Special Qualities of
Launcher weapons with variable ammunition are
dependent upon the grenade or missile used

Special Rules
The M577 APC incorporates a number of support
systems, including:
Top-mounted searchlight
External camera with 20 magnification, UV and
thermal imaging capabilities
Motion tracker
Radar (100km range)
High-gain transmitter dish, capable of reaching
receivers in low orbit

Options
Any variant of the M557 APC may replace its Hullmounted twin RE700 20mm Gatling Cannons with the
following.
Hull-mounted dual Laser Cannon (Front Facing;
150m; -/-/5; 2d10+10 E; Pen 2; Clip 500; Reload 2
Full; Twin-Linked)

RT SERIES GROUP TRANS


The RT Series Group Transport, also known as the
Rover, is a civilian armored personnel carrier. The RT
Series Group Transport's shape-memory alloy wheel
system has nano-reinforced hard-composite treads that
can resist extreme temperatures. Its ceramic gas
turbine engine generates 0.4 million pounds of thrust
making its cargo weight virtually unlimited.

M577A2: This variant is identical to the M557A1


except for its weapon systems; it replaces the Turretmounted dual Boyars PARS-150 Phased Plasma
Cannon with the following.
Turret-mounted dual Republic Dynamics M2025
Electron Laser (300m; S/-/-; 5d10+10 E; Pen 10; Clip
10; Reload 2 Full; Proven [3], Twin-Linked)
M577A3: This variant is identical to the M557A1
except for its weapon systems; it replaces the Turretmounted dual Boyars PARS-150 Phased Plasma
Cannon with the following.
Turret-mounted dual Particle Beam Cannon (750m;
S/-/-; 3d10+15 E; Pen 10; Clip 10; Reload N/A;
Lance, Recharge, Twin-Linked)

Type: Wheeled Vehicle


Tactical Speed: 18 m
Cruising Speed: 65 kph
Manoeuverability: +0
Structural Integrity: 30 Size: Enormous
Armour: Front 25, Side 25, Rear 20
Vehicle Traits: Amphibious, Enclosed,
Environmentally Sealed, Wheeled Vehicle
Crew: 1 Driver
Carrying Capacity: 20 Passengers

M579 Armoured Personnel Carrier: This variant is


identical to the M557A1 except for its weapon
systems which it replaces with the following.
Turret-mounted quad SIM-118 Hornet missile
(750m; -/4/-; 3d10+7 X; Pen 7; Clip 200; Reload N/A;
Blast [5], Indirect, Melta)
The SIM-118 Hornet is guided by highly accurate
multi-spectrum sensors that can negate up to -30
points of penalties on its attack rolls.

73

The RT Series is a civilian APC designed for use in


frontier exploration. The RT Series can operate in
atmospheric conditions of extreme acidity and
alkalinity, and from 0 to 10 atmospheres of pressure.
It can protect its crew and continue to operate in
temperatures ranging from 1000oC to -100oC.

2 Hull-mounted Folding Weapon Pylons (Front


Facing; standard load out is 16150mm unguided
rockets, 67mm unguided rockets and 4120mm
guided rockets in each Folding Weapon Pylons)
2 Hull-mounted Secondary Weapon Bays (Front
Facing; standard load out is 3 ATA missiles and 3
ATS missiles in each Secondary Weapon Bay)

UD4L CHEYENNE DROPSHIP

Options

The UD-4L Cheyenne Dropship is a combat utility


spacecraft primarily used by the USCMC. It is
designed to be dropped from spacecraft while they are
in orbit and deliver troops and equipment rapidly to a
planet's surface.

The Hull-mounted Folding Weapon Pylons can each


hold up to 26 of the following, in any combination:
150mm unguided rockets (10km; S/-/-; 3d10+7 X;
Pen 7; Clip 1; Reload N/A; Blast [2], Inaccurate)
7mm unguided rockets (1km; S/-/-; 2d10 X; Pen 2;
Clip 1; Reload N/A; Blast [5], Tearing)
120mm guided rockets (20km; S/-/-; 3d10+7 X; Pen
7; Clip 1; Reload N/A; Accurate, Blast [2])
The Hull-mounted Secondary Weapon Bays can each
hold up to 6 of the following, in any combination:
ATA missiles (10km; S/-/-; 3d10+8 X; Pen 7; Clip
1; Reload N/A; Blast [2])
ATS missiles (15km; S/-/-; 3d10+6 X; Pen 6; Clip 1;
Reload N/A; Blast [5])

Special Rules

Special Rules
The UD-4L Cheyenne is a Flyer, but as a Full Action
the pilot can shift power from the main engines to a
set of vernier thrusters, changing its type to Skimmer,
with a tactical speed of 18m and a cruising speed of
50kph; unlike other Skimmers, the UD-4L Cheyenne
can operate at altitudes of up to 200m.

Type: Flyer
Tactical Speed: 150m
Cruising Speed: 750 kph Manoeuverability: +0
Structural Integrity: 35 Size: Massive
Armour: Front 30, Side 28, Rear 25
Vehicle Traits: Enclosed, Enhanced Motive Systems,
Environmentally Sealed, Flyer, Orbital Deployment
Crew: 1 Pilot, 1 Weapons Officer
Carrying Capacity: 1 M577 APC or up to 60
passengers
Consumables: 6 Flares, Inflatable Raft, 14 MREs,
2 Sleeping Bags.

Also, in addition to being Environmentally Sealed the


UD-4L Cheyenne is capable of operating for extended
periods outside of the atmosphere. Typically this is to
facilitate movement of troops and materiel between
the ground and orbit, but at a push it can operate in a
vacuum for up to 24 hours. Finally, the UD-4L
Cheyenne possesses a radar suite with a range of
100km.

Weapons
Hull-mounted GAU-133/B 25mm Gatling Gun (Front
Facing; 350m; -/-/10; 2d10+4 X; Pen 10; Clip 900;
Reload 5 Full; Storm)

74

75

CHAPTER X:
ADVERSARIES &
NPCs
The following are new NPCs intended for use in the
Aliens setting.

Engineer (Troop)
WS BS S
T
30
30 36 33

CIVILIAN PERSONNEL
The following NPCs are representative of civilians
found across colonised space. They can be used as key
characters or window dressing as you see fit.

Ag
30

Int
38

Per
33

Wp
28

Fel
30

Movement: 3/6/9/18
Wounds: 12
Armour: None
Total TB: 3
Skills: Common Lore (Tech) +10, Linguistics
(English), Operate (Aeronautica), Scrutiny, Tech-Use
+10, Trade (Technomat) +10.
Talents: Weapon-Tech, Weapon Training (Flame,
Low-Tech).
Gear: Basic toolkit, combitool, ME3 hand welder,
radio with headset.

COLONIST
Exploration is pointless if newfound resources cannot
be exploited, and exploitation usually requires a
sustained human presence. Setting up a colony on a
far-flung backwater world requires tough, resourceful
people.

EXECUTIVE
Representative of corporate personnel, the executive
could be anything from a high-flying boardroom shark
all the way down to a cubicle-dwelling wage slave,
dreaming of that big promotion.

Colonist (Troop)
WS BS S
T
28
30 33 36

Ag
33

Int
30

Per
33

Wp
38

Fel
28

Movement: 3/6/9/18
Wounds: 11
Armour: None
Total TB: 3
Skills: Athletics, Awareness, Common Lore
(Colonies), Linguistics (English), Navigate (Surface),
Operate (Surface), Survival, Tech-Use, Trade
(Explorer).
Talents: Hardy, Light Sleeper, Peer (Colonists),
Resistance (Cold), Weapon Training (Low-Tech,
Solid Projectile).
Weapons: .357 Magnum
Gear: Basic toolkit, flashlight, personal data
transmitter, radio with headset, respirator.

Executive (Troop)
WS BS S
T
28
28 30 28

Ag
30

Int
36

Per
33

Wp
33

Fel
38

Movement: 3/6/9/18
Wounds: 9
Armour: None
Total TB: 2
Skills: Charm, Commerce, Common Lore
(Corporations) +10, Deceit, Linguistics (English),
Scholastic Lore (Bureaucracy), Tech-Use.
Talents: Cold Hearted, Enemy, Paranoia, Peer
(Corporations), Weapon Training (Solid Projectile).
Gear: Cell phone, wristwatch.

ENGINEER
Technology is the basis of modern human civilisation.
When that technology breaks down, wears out or gets
damaged by overpaid, under educated idiots, the
engineer is the underappreciated genius who gets the
lucky job of fixing it.

76

FLIGHT OFFICER

Medic (Troop)
WS BS S
30
28 30

FTL starship crews are the lifeblood of human


commerce and exploration. These tough, highly
trained men and women are responsible for the day to
day running of interplanetary space vessels. Their
roles are often highly specialised, and each member of
a vessels crew will have a very specific job.

T
30

Ag
33

Int
38

Per
33

Wp
36

Fel
33

Movement: 3/6/9/18
Wounds: 9
Armour: None
Total TB: 3
Skills: Linguistics (English), Medicae, Scholastic
Lore (Chemistry), Scrutiny, Tech-Use, Trade
(Chemist) +10.
Talents: Jaded, Swift Suture, Weapon Training (LowTech).
Gear: Injector, medikit, wristwatch.

MILITARY PERSONNEL
Flight Officer (Troop)
WS BS S
T Ag
28
30 30 30 33

Int
38

Per
33

Wp
30

The following NPCs are representatives of military


personnel found across the breadth of colonised space.
They could be Colonial Marines, PMC operatives or
even a local militia group. They can be allies or
antagonists, and you can use them as deadly enemies
or mere cannon fodder.

Fel
33

Movement: 3/6/9/18
Wounds: 11
Armour: None
Total TB: 3
Skills: Common Lore (Corporations), Linguistics
(English), Navigate (Stellar), Operate (Voidship),
Scholastic Lore (Astromancy), Tech-Use +10, Trade
(Voidfarer) +10.
Talents: Air of Authority, Light Sleeper, Peer
(Voidfarers), Weapon Training (Flame, Solid
Projectile).
Gear: Basic toolkit, radio with headset.

AVIATOR
Military Aviators operate aircraft and spacecraft of all
types, from dropships to FTL warships. They rarely
come under direct fire, but theyre absolutely lethal in
the cockpit.

MEDIC
Representative of medical professionals in all walks
of life, the medic could be a doctor, nurse, paramedic
or surgeon. Theyre found wherever the wounded are,
all too often in the thick of trouble.

Aviator (Troop)
WS BS S
T
35
38 35 35

Ag
43

Int
30

Per
32

Wp
33

Fel
30

Movement: 4/8/12/24
Wounds: 11
Armour: Flak Vest (3 Body)
Total TB: 3
Skills: Common Lore (Colonies, USCMC),
Linguistics (English), Navigate (Aerospace), Operate
(Aerospace, Surface), Tech-Use.
Talents: Combat Formation, Hotshot Pilot, Peer
(USCMC), Rapid Reaction, Rapid Reload, Weapon
Training (Launcher, Solid Projectile).
Weapons: M4A3 Pistol, 3 B15 Frag Grenades, Knife.

77

COMBAT ENGINEER

Corpsman (Troop)
WS BS S
T
35
38 35 35

Sappers most commonly see use in very heavy


fighting, where fortifications must be built or razed.
Most see a lot of combat because they are
exceptionally useful soldiers.

Ag
38

Int
35

Per
27

Wp
33

Fel
30

Movement: 3/6/9/18
Wounds: 13
Armour: M3 (5 Body/Legs/Head) Total TB: 3
Skills: Common Lore (Colonies), Common Lore
(USCMC), Linguistics (English), Medicae, Operate
(Surface), Scholastic Lore (Chemistry), Scrutiny.
Talents: Combat Formation, Peer (USCMC), Rapid
Reaction, Rapid Reload, Swift Suture, Weapon
Training (Flame, Low-Tech).
Weapons: M240 Incinerator, M4A3 pistol, 3 B15
Frag Grenades, Knife.
Equipment: Medikit.

INFANTRYMAN
Combat Engineer (Troop)
WS BS S
T Ag Int
35
38 35 35 38 35

Per
37

Wp
33

The grunts and footsloggers, Infantrymen are the most


common type of soldier. They are fit, strong and
highly trained, and most have seen their fair share of
combat in border skirmishes and peace-keeping
actions. Expect to see lots of them, either as allies or
enemies.

Fel
30

Movement: 3/6/9/18
Wounds: 11
Armour: M3 (5 Body/Legs/Head) Total TB: 3
Skills: Common Lore (Colonies, Tech, USCMC),
Linguistics (English), Operate (Surface) +10,
Scrutiny, Tech-Use.
Talents: Armour-Monger, Combat Formation, Peer
(USCMC), Rapid Reaction, Rapid Reload, Technical
Knock, Weapon Training (Solid Projectile).
Weapons: M4A3 pistol, M41A Pulse Rifle with U1
Grenade Launcher, 3 B15 Frag Grenades, Knife.
Gear: Comtech hacking tool, data-slate, ME3 hand
welder.

Infantryman (Troop)
WS BS S
T Ag
40
36 35 35 38

CORPSMAN
Battlefield medics escort most units into combat, but
they can most often be found tending the wounded
rather than fighting the enemy. Thats not to say they
cant fight; theyre still marines, and theyll still kick
your ass if you make them.

Int
30

Per
27

Wp
33

Fel
30

Movement: 3/6/9/18
Wounds: 13
Armour: M3 (5 Body/Legs/Head) Total TB: 3
Skills: Athletics, Common Lore (Colonies, USCMC,
War), Common Lore (USCMC), Linguistics
(English), Navigate (Surface), Operate (Surface)
Talents: Combat Formation, Peer (USCMC), Rapid
Reaction, Rapid Reload, Weapon Training (Flame,
Low-Tech, Solid Projectile).
Weapons: M4A3 pistol, M41A Pulse Rifle with U1
Grenade Launcher, 3 B15 Frag Grenades, Knife.

78

LINE OFFICER

Marksman (Elite)
WS BS S
T
35
43 35 35

Most front line combat units of any appreciable size


are led by a Line Officer. These soldiers are skilled
and experienced leaders, and they are used to leading
from the front. They are also expert tacticians, able to
think on their feet in the middle of a free-fire zone.

Ag
43

Int
40

Per
37

Wp
33

Fel
30

Movement: 4/8/12/24
Wounds: 13
Armour: M3 (5 Body/Legs/Head) Total TB: 3
Skills: Awareness, Common Lore (Colonies,
USCMC), Linguistics (English), Operate (Surface),
Scrutiny, Stealth.
Talents: Combat Formation, Deadeye Shot,
Heightened Senses (Sight), Peer (USCMC), Rapid
Reaction, Rapid Reload, Weapon Training (LowTech, Solid Projectile).
Weapons: Good quality M42C Scope Rifle, M4A3
pistol, 3 B15 Frag Grenades, Knife.

SERGEANT
Line Officer (Elite)
WS BS S
T
38
38 35 35

Ag
38

Int
40

Per
37

Wp
38

Battle hardened veterans, Sergeants motivate their


troops and maintain the chain of command. Any time
you find a group of soldiers, there is likely to be a
Sergeant amongst them or nearby, and they will
invariably be the most dangerous person in the group.

Fel
40

Movement: 3/6/9/18
Wounds: 15
Armour: M3 (5 Body/Legs/Head) Total TB: 3
Skills: Command, Common Lore (Colonies,
USCMC), Linguistics (English), Operate (Surface),
Scholastic Lore (Tactics).
Talents: Air of Authority, Combat Formation, Jaded,
Peer (USCMC), Rapid Reaction, Rapid Reload,
Weapon Training (Flame, Low-Tech, Solid
Projectile).
Weapons: M4A3 pistol, M41A Pulse Rifle with U1
Grenade Launcher, 3 B15 Frag Grenades, Knife.

MARKSMAN
Specialist sharpshooters are a common addition in
most militaries, and the USCMC and their PMC
counterparts are no exception. Some Marksmen are
scout snipers, and others are merely members of a
regular platoon who happen to be exceptionally good
shots. Either way, their skills are highly valued, and
they are often called upon to make the shots that
others cant.

Sergeant (Troop)
WS BS S
T
38
38 35 35

Ag
38

Int
35

Per
32

Wp
38

Fel
35

Movement: 3/6/9/18
Wounds: 15
Armour: M3 (5 Body/Legs/Head) Total TB: 3
Skills: Command, Common Lore (Colonies,
USCMC), Linguistics (English), Navigate (Surface),
Operate (Surface)
Talents: Combat Formation, Iron Discipline, Peer
(USCMC), Rapid Reaction, Rapid Reload, Weapon
Training (Flame, Low-Tech, Solid Projectile).
Weapons: M4A3 pistol, M41A Pulse Rifle with U1
Grenade Launcher, 3 B15 Frag Grenades, Knife.

79

Movement: 4/8/12/24
Wounds: 17
Armour: M3 (5 Body/Legs/Head) Total TB: 4
Skills: Awareness, Common Lore (Colonies,
USCMC, War), Linguistics (English), Operate
(Surface), Scholastic Lore (Tactics), Scrutiny, Stealth.
Talents: Combat Formation, Peer (USCMC), Quick
Draw, Rapid Reaction, Rapid Reload, Takedown,
Weapon Training (Low-Tech, Solid Projectile).
Weapons: Good quality M41A Pulse Rifle with U1
Grenade Launcher, M4A3 pistol, 3 B15 Frag
Grenades, Knife.

SMART GUNNER
Strong, tough and very intimidating, Smart Gunners
wield the lethal M56 Smartgun. Most modern military
units assign at least one gun team to each infantry
squad. The Smartgun is a lethal addition to any
military unit.

STAFF OFFICER
Trained for mainly administrative roles, Staff Officers
rarely see combat. They are most often found in and
around a units headquarters, helping senior officers to
organise troops on a grand scale.
Smart Gunner (Troop)
WS BS S
T Ag
35
38 40 35 38

Int
35

Per
32

Wp
33

Fel
30

Movement: 3/6/9/18
Wounds: 15
Armour: M3 (5 Body/Legs/Head) Total TB: 3
Skills: Athletics, Common Lore (Colonies, USCMC,
War), Intimidate, Linguistics (English), Operate
(Surface)
Talents: Combat Formation, Exotic Weapon Training
(Smartgun), Iron Jaw, Peer (USCMC), Rapid
Reaction, Rapid Reload, Weapon Training (Flame,
Low-Tech, Solid Projectile).
Weapons: M4A3 pistol, M56 Smartgun, 3 B15 Frag
Grenades, Knife.

Staff Officer (Elite)


WS BS S
T
30
33 30 30

Trained in asymmetrical warfare, Special Forces


operators are commandos of supreme skill. They are
deadly alone or in a group, and should provide a
challenge for even experienced Squads.

Int
45

Per
42

Wp
43

Int
40

Per
32

Wp
33

Fel
35

Movement: 3/6/9/18
Wounds: 11
Armour: Flak Vest (3 Body)
Total TB: 3
Skills: Command, Common Lore (Colonies,
Corporations, USCMC), Linguistics (English),
Operate (Surface), Scholastic Lore (Tactics).
Talents: Air of Authority, Combat Formation, Peer
(USCMC), Rapid Reaction, Rapid Reload, Weapon
Training (Flame, Solid Projectile).
Weapons: VP78 Pistol.

SPECIAL FORCES

Special Forces (Elite)


WS BS S
T Ag
45
48 38 43 43

Ag
33

Fel
35

80

ILLEGAL COMBAT ANDROID

SYNTHETICS

Although the equipping of androids with weapons or


uninhibited combat abilities was prohibited by the
Geneva Convention, combat models have been widely
employed by various private interests who often used
illegally manufactured units for security at critical
installations.

Synthetic NPCs are usually found in a supporting role,


although occasionally they make excellent allies or
antagonists. All Synthetic NPCs are subject to
behavioural inhibitors; they may not take any action
that violates these Laws.
The First Law: A synthetic may not harm, or by
omission of action allow to be harmed, a human
being.
The Second Law: A synthetic must obey the orders
given to it by human beings, except where such orders
would conflict with the First Law.
The Third Law: A synthetic must protect its own
existence as long as such protection does not conflict
with the First or Second Law.

CORPORATE SYNTHETIC TECHNICIAN


The most common type of Synthetic, Corporate
Synthetic Technicians are found in off-world facilities
from the core systems to the rim. They are usually
deployed to challenging or sensitive facilities.
Combat Android (Troop)
WS BS
S
T Ag
5

40

Technician (Troop)
WS BS
S
T

Ag

25

25

38

Int

Per

Wp

Fel

38

43

35

35

32

38

Per

Wp

Fel

35

35

12

35

38

38

Movement: 3/6/9/12/18
Wounds: 18
Armour: Armoured Chassis (6 All) Total TB: 3
Skills: Awareness, Common Lore (Synthetics),
Dodge, Intimidate, Linguistics (English), Logic, TechUse, Scholastic Lore (Tactics), Security.
Talents: Chem-Geld, Foresight, Peer (Corporation),
Rapid Reload, Total Recall, Weapon Training (LowTech, Solid Projectile).
Traits: Synthetic, Unnatural Intelligence (2),
Unnatural Strength (2).
Modified Laws of Robotics: An Illegal Combat
Androids Laws of Robotics only apply to individuals
affected by their Peer Talent.
Weapons: M41A Pulse Rifle with U1 Grenade
Launcher.

35

40

Int

Movement: 3/6/9/12/18
Wounds: 14
Armour: None
Total TB: 3
Skills: Common Lore (Corporations, Synthetics),
Linguistics (English and one other), Logic, Medicae,
Scholastic Lore (Judgement), Tech-Use.
Talents: Chem-Geld, Foresight, Hotshot Pilot, Total
Recall, Unremarkable.
Traits: Synthetic, Unnatural Intelligence (2),
Unnatural Strength (2).
Gear: Dataslate.

81

SYNTHETIC SLEEPER AGENT

WORKING JOE

Owing to the inherent difficulty in externally


distinguishing a synthetic from a normal human,
androids can make for excellent spies. Synthetics can
be programmed to hide amongst humans without them
being aware that an android is in their midst. With
certain ethical modifications in place, these androids
are cold, ruthless and efficient.

Unlike human-resembling synthetics, the Working


Joes feature hairless rubber skin, LED eyes, a robotic
voice and they lack facial movement. Working Joes
are usually purchased as a package deal with an
APOLLO mainframe to oversee and supervise them.

Sleeper Agent (Elite)


WS BS
S
T

Technician (Troop)
WS BS S
T
Ag

Int

38

38

35

35

38

Per

Wp

Fel

35

35

37

35

Ag

Int

Per

Wp

Fel

28

23

32

35

10

30

20

38

35

Movement: 2/4/6/8/12
Wounds: 14
Armour: None
Total TB: 3
Skills: Common Lore (Corporations), Intimidate,
Linguistics (English), Parry, Tech-Use.
Talents: Chem-Geld, Foresight, Total Recall.
Traits: Synthetic, Unnatural Strength (1).

Movement: 3/6/9/12/18
Wounds: 16
Armour: None
Total TB: 3
Skills: Charm, Common Lore (Synthetics, plus one
appropriate to their infiltration target), Deceive,
Linguistics (English), Logic, Scholastic Lore (choose
one), Tech-Use.
Talents: Chem-Geld, Foresight, Mimic, Peer (the
sleeper agents owner/employer), Total Recall,
Weapon Training (choose one).
Traits: Synthetic, Unnatural Intelligence (2),
Unnatural Strength (2).
Modified Laws of Robotics: A Synthetic Sleeper
Agents Laws of Robotics only apply to individuals
affected by their Peer Talent.
Gear: Appropriate uniform and credentials, dataslate.

82

XENOMORPH XX121
Linguafoeda acheronsis or Xenomorph XX121,
commonly referred to as the Xenomorph and known
colloquially as the Alien, is a highly aggressive
endoparasitoid extraterrestrial species. Unlike other
extraterrestrial races, the Xenomorphs are not an
advanced civilization, but predatory creatures with no
higher goals than the propagation of their species and
the destruction of any life that could pose a threat to
them. Like wasps or bees, Xenomorphs are eusocial,
with a fertile Queen breeding a host of subordinate
castes. The creatures are known for their potent acidic
blood and their pharyngeal jaws, although their
biological life cycle, in which their offspring are
implanted inside living hosts before erupting violently
from their chests, is in many ways their signature
aspect.

Ovomorph (Troop)
WS BS S T Ag
- 43
-

SURGICAL REMOVAL

Int
-

Per
20

Wp
-

Fel
-

Movement: None
Wounds: 12
Armour: Leathery hide (1 All)
Total TB: 4
Skills: None
Talents: None
Traits: Acid Blood, Blind, From Beyond, Natural
Armour (1), Size (Weedy), Undying
Weapons: None

Surgically removing a facehugger before embryo


implantation is possible, but it generally causes
catastrophic damage to the host. Doing so requires
a Medicae test that takes 1 hour, made with an
additional -30 penalty. Success on this test removes
the facehugger, alive, and inflicts a 7 point
Rending critical to the hosts head. Failure on this
test removes the facehugger, alive, but kills the
host. At the GMs discretion a particularly
spectacular failure may even kill the facehugger,
resulting in all sorts of unwanted corrosive
complications

FACEHUGGER
The Facehugger is a parasitoid form of L. acheronsis
that hatches from an Egg. It is the second stage in the
Xenomorph's life cycle, and exists solely to implant a
Chestburster embryo within a host creature via the
mouth. As such, it has no real offensive capabilities
and must rely on stealth, surprise or their victims
being previously immobilized by other Xenomorphs
to achieve implantation.

If the gestating embryo is removed from the host


after implantation, they are still doomed. The
placenta created by the growing chestburster is like
a tumour; it infests all of the surrounding organs,
killing the host in 1d5 days.

OVOMORPH
The Ovomorph, also known as an Egg, is an egg-like
capsule containing a Facehugger. It is produced and
laid by a Queen, and is generally considered to be the
first stage in the life cycle of L. acheronsis.
Xenomorph Eggs by themselves are seemingly inert,
although they apparently possess some ability to sense
or otherwise detect when a potential host creature
approaches, at which point four petals at the top of
the Egg will open up and the Facehugger within will
launch itself out at the nearby victim.

Facehugger (Troop)
WS BS S
T Ag
6

38

83

45

Int

Per

Wp

Fel

38

35

43

48

Movement: 4/8/12/24
Wounds: 6
Armour: Silicon skin (1 All)
Total TB: 4
Skills: Acrobatics (Ag), Athletics (S)
Talents: Leap Up, Lightning Reflexes
Traits: Acid Blood, Bestial, Blind, Fear (1), From
Beyond, Natural Armour (1), Size (Puny), Undying,
Unnatural Agility (2), Unnatural Strength (2),
Unnatural Senses (20)
Weapons: Grapple (special)
Special: When part of a Grapple, a facehugger may
only choose the following Grapple options.

Movement: 2/4/6/12
Wounds: 5
Armour: Tough hide (1 All)
Total TB: 4
Skills: Awareness (Per), Dodge (Ag) +10, Stealth
(Ag)
Talents: Sprint
Traits: Acid Blood, Bestial, Blind, Fear (1), From
Beyond, Natural Armour (1), Size (Puny), Undying,
Unnatural Toughness (1), Unnatural Senses (20)
Weapons: Bite (Melee; 1d5+2 R; Pen 0; Corrosive),
Spit Acid (1d5 E; Corrosive, Spray (1m); if struck in
the Head target must pass Ag Test or be Blinded for
1d5 rounds)

Controller Grapple Options


Implant Embryo: Make an Opposed Strength
Test with the Grappled opponent. If the opponent is
wearing any removable armour on their head then
reduce the value of the armour on that location by 1. If
the opponent is not wearing any removable armour on
their head (or the armour on that location has been
reduced to AP 0) then they are immobilised for
embryo implantation.

GESTATION
"In a few hours it's gonna burst through your
ribcage, and you're gonna die. Any questions?"
- Ripley 8
Once a facehugger has attached itself to a victim,
the victim is rendered unconscious and completely
helpless. After 1d5+5 hours, the facehugger falls
off of its own accord and dies. The victim regains
consciousness 1d5 hours later, waking with hazy
memories of the attack and a ravenous appetite.
1d5 hours after waking, the embryo matures and
begins the birthing process.

Grappled Target Options


Take Control: See the Only War core rulebook,
Chapter VIII: Combat.

CHESTBURSTER
The Chestburster is the infant form of L. acheronsis. It
is most well-known for its method of gestation - as an
embryo it is implanted into a host life-forms body
cavity by a Facehugger, and upon maturing it will
erupt violently from the host's chest, killing them in
an incredibly bloody and traumatic fashion.

Chestburster (Troop)
WS BS S
T
Ag

Int

Per

Wp

Fel

10

28

34

The victim suffers 1d5 Rending damage to the


Body location, ignoring toughness and armour.
This damage is inflicted every turn until the
victims critical damage reaches 9 points, upon
which a chestburster erupts through their sternum
in a shower of gore.

32

12

28

32

40

84

DRONE

WARRIOR

The Drone is an adult form of L. acheronsis. It


represents the lowliest class of Xenomorph,
comparable in function to a worker ant. They
construct hives and collect hosts for impregnation, and
are easily identified by their smooth head carapaces.
They average around 8 feet tall when standing on hind
legs.

The Warrior, also known as the Soldier or Hunter, is


the primary assault caste of L. acheronsis and as such
is typically the most numerous. They are fast, tough
and savage combatants.

Warrior (Troop)
WS BS
S
T
50

Drone (Troop)
WS BS
S
43

12

Ag

42

42

40

Int

Per

Wp

Fel

15

30

34

15

Ag

47

47

43

Int

Per

Wp

Fel

20

30

34

Movement: 7/14/21/42
Wounds: 30
Armour: Carapace (5 All)
Total TB: 6
Skills: Acrobatics (Ag), Athletics (S), Awareness
(Per), Dodge (Ag), Intimidate (S), Stealth (Ag)
Talents: Catfall, Killing Strike, Sprint, Swift Attack
Traits: Acid Blood, Bestial, Blind, Deadly Natural
Weapons, Fear (2), From Beyond, Natural Armour
(5), Size (Hulking), Undying, Unnatural Agility (2),
Unnatural Strength (3), Unnatural Toughness (2),
Unnatural Senses (50)
Weapons: Bite (Melee; 1d10+9 R; Pen 5; Tearing,
Unwieldy), Claw (Melee; 1d5+7 R; Pen 2), Tail
(Melee; 1d10+10 R; Pen 2; Flexible, Razor Sharp)

Movement: 7/14/21/42
Wounds: 25
Armour: Carapace (4 All)
Total TB: 6
Skills: Acrobatics (Ag), Athletics (S), Awareness
(Per), Dodge (Ag), Stealth (Ag)
Talents: Catfall, Sprint
Traits: Acid Blood, Bestial, Blind, Fear (2), From
Beyond, Natural Armour (4), Natural Weapons, Size
(Hulking), Undying, Unnatural Agility (2), Unnatural
Strength (2), Unnatural Toughness (2), Unnatural
Senses (50)
Weapons: Bite (Melee; 1d10+8 R; Pen 5; Tearing,
Unwieldy), Claw (Melee; 1d5+6 R; Pen 2), Tail
(Melee; 1d10+9 R; Pen 2; Flexible, Razor Sharp)

INNER JAW
Xenomorphs a set of secondary inner jaws which
they can extend with incredible force, and it is the
species signature method of killing their victims.
The following Grapple option can be used by
Drones, Warriors, Praetorians, Queens and
Empresses.
Controller Grapple Options
Head Bite: Make an Opposed Strength Test
with the Grappled opponent. If the Test is
successful then the target suffers Damage as if the
controller had struck them in the Head with a Bite
attack. If this attack does any Damage after being
reduced by armour and Toughness bonus, then it
bypasses the targets Wounds and is dealt directly
as Critical Damage (Rending) to the Head.

85

PRAETORIAN

QUEEN

Praetorians serve as guards to the Queen and rarely


operate outside the Hive. They are among the largest
Xenomorphs (although they are still far larger than
typical Xenomorphs), typically standing at least 10
feet tall.

A Queen is a form of L. acheronsis that serves as the


mother and leader of a Hive. Queens are the largest
and most intelligent Xenomorph caste, and are
devastating opponents, capable of shrugging off
weapons fire and tearing armoured vehicles apart.
However, despite being formidable opponents, such
an event is thankfully a rare occurrence. Rather,
Queens act as stationary Egg-layers, living almost
entirely sedentary lives as they are served and cared
for by armies of drones and warriors.

Praetorian (Elite)
WS BS
S
T
54

24

Ag

53

53

40

Int

Per

Wp

Fel

25

35

39

Movement: 8/16/24/48
Wounds: 40
Armour: Carapace (6 All)
Total TB: 7
Skills: Acrobatics (Ag), Athletics (S), Awareness
(Per) +10, Dodge (Ag), Intimidate (S) +10, Stealth
(Ag)
Talents: Catfall, Killing Strike, Sprint, Swift Attack
Traits: Acid Blood, Bestial, Blind, Deadly Natural
Weapons, Fear (3), From Beyond, Natural Armour
(6), Size (Enormous), Undying, Unnatural Agility (2),
Unnatural Strength (4), Unnatural Toughness (2),
Unnatural Senses (50)
Weapons: Bite (Melee; 1d10+10 R; Pen 5; Tearing,
Unwieldy), Claw (Melee; 1d5+8 R; Pen 2), Crushing
Charge (Melee: 1d10+9 I; Concussive (1), Unwieldy),
Tail (Melee; 1d10+11 R; Pen 2; Flexible, Razor Sharp

Queen (Master)
WS BS
S
59

28

10

65

58

Ag

Int

Per

Wp

Fel

40

30

39

45

35

Movement: 7/14/21/42
Wounds: 45
Armour: Carapace (10 All)
Total TB: 9
Skills: Athletics (S), Awareness (Per), Command
(Fel), Intimidate (S) +20
Talents: Air of Authority, Berserk Charge, Killing
Strike, Swift Attack
Traits: Acid Blood, Blind, Deadly Natural Weapons,
Fear (4), From Beyond, Natural Armour (10), Size
(Massive), Undying, Unnatural Strength (4),
Unnatural Toughness (4), Unnatural Senses (50)
Weapons: Bite (Melee; 1d10+11 R; Pen 5; Tearing,
Unwieldy), Claw (Melee; 1d5+9 R; Pen 2), Crushing
Charge (Melee: 1d10+10 I; Concussive (2),
Unwieldy), Tail (Melee; 1d10+12 R; Pen 2; Flexible,
Razor Sharp)

86

EMPRESS

Empress (Master)
WS BS
S
T

Empresses aren't a separate caste; they are simply a


larger and more aged form of Queen. They are huge,
massively strong and covered in inches-thick armour
plating that is resistant to all but the heaviest weapons.
However, their most dangerous weapon is their
intellect; woe betide the opponent who underestimates
an Empresss tactical acumen; this bitch most
certainly is no mere animal.

59

28

10

10

68

65

Ag

Int

Per

Wp

Fel

33

35

46

53

45

Movement: 7/14/21/42
Wounds: 50
Armour: Carapace (15 All)
Total TB: 10
Skills: Athletics (S), Awareness (Per), Command
(Fel), Intimidate (S) +20
Talents: Air of Authority, Berserk Charge, Killing
Strike, Swift Attack
Traits: Acid Blood, Blind, Deadly Natural Weapons,
Fear (4), From Beyond, Natural Armour (15), Size
(Immense), Sturdy, Undying, Unnatural Strength (4),
Unnatural Toughness (4), Unnatural Senses (50)
Weapons: Bite (Melee; 1d10+11 R; Pen 5; Tearing,
Unwieldy), Claw (Melee; 1d5+9 R; Pen 2), Crushing
Charge (Melee: 1d10+10 I; Concussive (3),
Unwieldy), Tail (Melee; 1d10+12 R; Pen 2; Flexible,
Razor Sharp)

87

>PRIORITY ONE
>INSURE RETURN OF ORGANISM FOR ANALYSIS.
>ALL OTHER CONSIDERATIONS SECONDARY.
>CREW EXPENDABLE.
>_
Welcome to Aliens: Only War, a pen-and-paper
RPG set in 20th Century Foxs Aliens
franchise, run using the rules from Fantasy
Flight Games popular Only War roleplaying
game.
Become a Colonial Marine, battling deadly
Xenomorphs in the heart of an infested
colony, or a terrified starship officer,
fighting for your life in pitch black
hallways and air vents.
Just remember: in space, no one can hear you
scream.

90

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