Aliens

BROOD
Enormous very rare sentient insectoid (9d6)

Great intelligent arachnids with psionic powers.

STR 12 (4d6)  AGI 15 (5d6)  END 10 (4d6)
INT 18 (5d6)  LOG 8 (3d6)  WIL 10 (4d6) CHA 8 (3d6)  LUC 4 (2d6)  REP 22 (6d6)
PSI 6 (3d6) 

HEALTH 48
MELEE DEFENSE 20; RANGED DEFENSE 10; MENTAL DEFENSE 25
SOAK 15 (chitinous exoskeleton); VULN -      
STATUS IMMUNITIES -                              

INITIATIVE 5d6
PERCEPTION 5d6 (scent 9d6)
SPEED 11; CLIMB+ 11; JUMP 30'/12'
CARRY 440lb (max lift 1,200b)                                                        

ACTIONS 3 (2 in its turn; 1 in 10 INIT points later)
NATURAL DAMAGE 4d6+4  
REACH 10'                                                              

Claws 8d6 (4d6+4 piercing damage)
Bite 8d6 (4d6+4 piercing/poison damage; nausea)
Web 8d6 (restrains damage; range 10)                                                        

Skills scent 10 (4d6), concentration 3 (2d6), combat  6 (3d6), [scientific] 3 (2d6)
Psionic skills telepathy 3 (2d6)
Gear -

Psychic suggestion (1). Brood can momentarily influence the thoughts and actions of another creature within 30' by making a PSI vs. MENTAL DEFENSE check. On a success, the creature will perform one action as directed by the brood; however it will not perform an action which causes it harm.

Web (1). A brood's web attack is a ranged attack which restrains a medium sized target or smaller.  Escape is a Difficult [16] STR check and requires one action. The web is flammable and can be burnt off, but this causes 2d6 heat damage to the trapped creature.

Brood-sac (3). By spending all three of its actions, a brood can open its brood-sac, releasing 2d6 of its children (Brood -4d6; small). They share their parents' INITIATIVE.

Brood Queen (11d6). Brood Queens are larger, stronger versions of the brood (+2d6; gigantic).  They have one additional psionic power, plus a stinger which has the same stats as its claws and also injects a paralysing poison which renders the victim immobilized (severe Mobility status)

BROOD QUEEN

See Brood.


CHANGELING                                      
Medium very rare sentient shapechanger (5d6)    

Formless creatures which get by by mimicking others.

STR 4 (2d6)  AGI 4 (2d6)  END 4 (2d6)                    
INT 8 (3d6)  LOG 8 (3d6)  WIL 8 (3d6) CHA 18 (5d6)  LUC 4 (2d6)  REP 7 (3d6)                

HEALTH 20 (regeneration 1d6)                                     
MELEE DEFENSE 18; RANGED DEFENSE 18; MENTAL DEFENSE 20
SOAK 0; VULN -      
STATUS IMMUNITIES bleeding                                             

INITIATIVE 3d6                                    
PERCEPTION 3d6
SPEED 4; CLIMB 2; JUMP 8'/4'                        
CARRY 80lb (max lift 200lb)                                            

ACTIONS 2                                        
NATURAL DAMAGE 1d6+2      
REACH 5'                                                          

Morphed blade 5d6 (2d6+2 slashing, piercing, or blunt damage)                    
Blaster pistol 4d6 (2d6 heat damage; range 10)                        

Skills bluffing 6 (3d6), brawling 6 (3d6), pistols 1 (1d6), computers 3 (2d6), stealth 6 (3d6), thievery 6 (2d6), concentration 6 (3d6), morphing 8 (3d6)
Gear laser pistol

Morphing defence. The changeling morphing skill enables it to absorb or morph around attacks, granting its morphing skill as part of its DEFENSE pool.

Morphed weapon (0). The changeling can form a physical weapon (blade, spike, club) with one of its limbs as a free action.  This increases its unarmed damage by 1d6, and changes it to slashing, piercing, or blunt damage (changeling's choice).

Regeneration (0). Changelings regenerate 1d6 HEALTH, physically repairing damage, at the start of each turn as a free action as long as they are still alive.

Shape changer (2). Changelings can change shape to accurately resemble any other medium-sized object or creature. The result its 100% accurate in physical appearance, although the changeling may need to rely on bluffing skills when interacting with others. Some changelings spend years in a borrowed shape. Changing shape takes 2 actions.


DRAHZIK TROPHY SEEKER                                    
Medium very rare sentient humanoid (9d6)   

Alien predators who hunt and kill prey for sport.

STR 18 (5d6)  AGI 10 (4d6)  END 15 (5d6)                
INT 10 (4d6)  LOG 6 (3d6)  WIL 6 (3d6) CHA 3 (2d6)  LUC 0 (0d6)  REP 22 (6d6)

HEALTH 40                                
MELEE DEFENSE 28; RANGED DEFENSE 14; MENTAL DEFENSE 14
SOAK 14 (exceptional battlesuit); VULN -      
STATUS IMMUNITIES -          

INITIATIVE 7d6                                    
PERCEPTION 4d6 (scanning 7d6)                    
SPEED 9; CLIMB 6; JUMP 20'/18'                        
CARRY 330lb (max lift 900lb)                                            

ACTIONS 2                                        
NATURAL DAMAGE 2d6+5
REACH 5'

Brawling 5d6 (2d6+5 blunt damage)                    
Arm blade 8d6 (2d6+5 slashing damage)            
Exceptional plasma rifle 9d6 (2d6+4 heat damage; range 25)

Skills rifles 6 (3d6), hunting 6 (3d6), stealth 6 (3d6), heavy armor 3 (2d6), computers 6 (3d6), hardy 4 (2d6), climbing 4 (2d6), tactics 6 (3d6), swords 6 (3d6), medicine 1 (1d6)                                                              
Gear Exceptional plasma rifle, exceptional battlesuit with integrated cloaking technology, net, hand scanner, medkit                                                                

Cloak. Cloaking technology is integrated into the trophy seeker's amor. It renders the wearer almost invisible (+3d6 bonus to checks made to hide), although a perceptive viewer can make out a slight shimmering. It takes one action to activate the cloak; deactivating it is a free action.

Draw a bead. The trophy seeker suffers no penalty for firing at a foe engaged in melee.

Hard to pin.  The trophy seeker does not suffer from being pinned down if at a higher elevation than its foe.

Achilles heel (m). Identifying a weakness in its target, the trophy seeker pays 2d6 and bypass its soak score. This exploit can only be performed once per target.

Crippling strike (m). Pay 1d6; a leg wound slows the trophy seeker's foe for 3 rounds.

Aim (1). The trophy seeker gains +1d6 bonus to a ranged attack roll taken in the same turn that it spends an action aiming.

Seeker's challenge (1).  The trophy seeker can bellow out a challenge to a specific foe it considers honourable and worthy of combat. The trophy seeker can not attack another creature until that foe is defeated; however, it does +2d6 damage per attack to that foe.  The target must be able to see and hear the trophy seeker to be challenged in this manner.


IZKIK WARRIOR
Large uncommon semi-sentient insectoid (7d6)

Insectoid warriors.

STR 12 (4d6)  AGI 12 (4d6)  END 10 (4d6)
INT 8 (3d6)  LOG 8 (3d6)  WIL 8 (3d6)  CHA 4 (2d6)  LUC 4 (2d6)  REP 0 (0d6)    

HEALTH 42
MELEE DEFENSE 14; RANGED DEFENSE 14; MENTAL DEFENSE 10
SOAK 4 (natural armor); VULN -
STATUS IMMUNITIES Drowsiness, Fear, Nausea; Tiredness

INITIATIVE 4d6
SPEED 8; CLIMB 8; JUMP 12’/12’
CARRY 220;
 

ACTIONS 2
NATURAL DAMAGE 1d6+2 (claw)
REACH 5’

Claws 6d6 (2d6+4 piercing damage)
Bite 6d6 (4d6+4 piercing/poison damage; nausea)

Skills combat 3 (2d6), perception 3 (2d6)

Relentless. Izkik warriors are unaffected by morale effects, mind control or psychic suggestions.


MIND EEL
Tiny very rare semi-sentient insectoid (2d6)      

Insidious creatures which take control of their hosts. 

STR 0 (0d6)  AGI 1 (1d6)  END 1 (1d6)            
INT 1 (1d6)  LOG 1 (1d6)  WIL 12 (4d6) CHA 1 (1d6)  LUC 0 (0d6)  REP 1 (1d6)    
PSI 4 (2d6)                            

HEALTH 20                
MELEE DEFENSE 10; RANGED DEFENSE 10; MENTAL DEFENSE 10
SOAK 0; VULN -            
STATUS IMMUNITIES -                                    

INITIATIVE 1d6                                    
PERCEPTION 1d6
SPEED 0.5; CLIMB+ 0.5; JUMP -                        
CARRY -                           

ACTIONS 1                                        
NATURAL DAMAGE -    
REACH 5'                                                        

Brain invasion 2d6 (special effect - mind control; see below)     

Skills -
Psionic skills telepathy 4 (2d6) 
Gear -                                                                              

Mind control (1). A mind eel which successfully makes a brain invasion melee attack can control can control its victim by making a PSI vs. MENTAL DEFENSE attack. The creature becomes Dominated [21]. When controlling a host in this manner, the mind eel gains the host's LOG attribute. It requires a minor medical science to remove the mind eel.


SANDWORM        
Titanic very rare semi-sentient beast (16d6)

Carnivorous worms hundreds of feet long.

STR 100 (13d6)  AGI 4 (2d6)  END 100 (13d6)            
INT 8 (3d6)  LOG 2 (1d6)  WIL 2 (1d6) CHA 0 (0d6)  LUC 0 (0d6)  REP 68 (11d6)                

HEALTH 280                
MELEE DEFENSE 24; RANGED DEFENSE 10; MENTAL DEFENSE 11
SOAK 30; VULN 2d6 (sonic)   
STATUS IMMUNITIES -                                       

INITIATIVE 3d6    
PERCEPTION 3d6 (vibrosense 7d6)                
SPEED 9; BURROW+ 5                                    
CARRY 32,000b (max lift 80,000b)                                            

ACTIONS 6 (2 in its turn; 1 every 5 INIT points later)                                   
NATURAL DAMAGE 7d6+13      
REACH 30'                                                          

Bite 16d6 (7d6+13  damage)                        
Acid spit 3d6 (4d6 acid damage; range 20)    
Tail swipe 16d6 (5d6+13 damage; 60' cone)                    

Skills vibrosense 10 (4d6), combat  6 (3d6), tracking 6 (3d6)
Gear -                                            

Burrow.  Sandworms can freely move through solid material of SOAK 5 or less at half their SPEED.

Devastation. Anywhere a sandworm has passed becomes difficult terrain.  The sandworm itself is immune to the effects of difficult terrain.

Acid blood splash.  Any melee attack which successfully bypasses the sandworm's SOAK with slashing or piercing damage causes 2d6 acid damage to the attacker.

Swallow whole (m). A sandworm can pay 3d6 to swallow a large or smaller creature whole when making a bite attack.  The creature takes 4d6 acid damage each round while inside the sandworm.  Escape requires a single melee attack against the sandworm which does 30 damage.  The sandworm's SOAK does not apply from within.

Tail swipe (1). The sandworm can swipe its tail over a 60' cone, attacking everyone within the area and causing 5d6+13 blunt damage on a successful hit.


SLATHERBEAST
Gigantic very rare semi-sentient reptile (11d6) 

Great carnivorous predators evolved to eat anything in the universe.

STR 30 (7d6)  AGI 4 (2d6)  END 20 (5d6)                
INT 10 (4d6)  LOG 1 (1d6)  WIL 2 (1d6) CHA 2 (1d6)  LUC 0 (0d6)  REP 33 (7d6)

HEALTH 64                                        
MELEE DEFENSE 19; RANGED DEFENSE 10; MENTAL DEFENSE 14
SOAK 15 (tough hide); VULN 1d6 (cold); immune poison
STATUS IMMUNITIES -                                                      

INITIATIVE 4d6                                    
PERCEPTION 4d6 (scent 8d6)                        
SPEED 13; CLIMB 7; JUMP 8'/30'                        
CARRY 2,000lb (max lift 6,000lb)                                                        

ACTIONS 4 (2 in its turn; 1 every 5 INIT points later)                           
NATURAL DAMAGE 5d6+7  
REACH 15'                                                             

Claws 11d6 (5d6+7 piercing damage)    
Roar (2) 5d6 (special damage; 60' aura)

Skills scent 10 (4d6),  hardy 4 (2d6), combat 10 (4d6)
Gear -                                                                    

Opportunist stomp (0). Slatherbeasts can stomp on an adjacent prone opponent as a free action. This is an attack, and does 5d6+7 blunt damage.

Swallow whole (1). A Slatherbeast can transfer a grabbed victim to its mouth with a further attack.  If this attack fails, the victim is dropped and escapes. If it is successful, the victim is swallowed whole, taking 5d6+7 piercing damage in the process. The interior of a slatherbeast is intensely hot, causing 4d6 heat damage per round to the creature's victims.  Escaping from within is almost impossible, given the beast's armoured stomach (SOAK 40) designed to eat anything in the universe, but if that SOAK can be exceeded, then 30 damage in single attack will free the swallowed creature. If still alive, a swallowed creature can be freed from a dead slatherbeast; the heat damage ceases upon the slatherbeast's death.

Roar (2). Slatherbeasts can unleash a roar so loud that its victims are stricken with fear. The roar uses two actions. A roar uses END as its attack, and attacks any creature within 60'.  Victims successfully attacked are pushed one step down the Fear status track. This attack affects any within range who can hear the creature, whether or not they can see it.

Grab (m). Slatherbeasts can grab opponents of size Medium or smaller when making a claw attack. A grab has a -2d6 cost. A creature struck by the grab attack is grabbed and remains so until escape. It cannot use weapons larger than size small. An escape requires a STR or AGI attack against the slatherbeast's MELEE DEFENSE and is an action which places the victim free from the grab in an adjacent square. It costs the slatherbeast an attack each round to maintain the grab, but it does not need to make any further checks. The slatherbeast can maintain two grabs ant any time. Victims grabbed automatically take 5d6+7 blunt damage at the start of their turn.

Sentience. One in a thousand slatherbeasts are sentient, with LOG attributes of 4 (2d6) and the ability to speak.  Some slatherbeasts are domesticated and used for warfare - these creatures are frequently armored and trained, gaining the tactics skill at 3 (2d6) and a SOAK of 20. There are even rumours of highly intelligent, psionic slatherbeasts.

XENOBIAN
Medium very rare sentient gaseous entity (8d6*)

Sentient clouds of vampiric electrified gas.

STR 0 (0d6)  AGI 15 (5d6)  END 6 (3d6)
INT 20 (5d6)  LOG 3 (2d6)  WIL 4 (2d6) CHA 3 (2d6)  LUC 0 (0d6)  REP 18 (5d6)

HEALTH 20
MELEE DEFENSE 25; RANGED DEFENSE 25; MENTAL DEFENSE 18
SOAK 20 (energy); immune physical non-energy; VULN -
STATUS IMMUNITIES bleeding

INITIATIVE 5d6
PERCEPTION 5d6; mindsense 100'
FLY+ 5 (hover); CLIMB -; JUMP -
CARRY -                                    

ACTIONS 2
NATURAL DAMAGE 2d6
REACH -

Electric shock 8d6 (2d6 electricity damage; range 10; special) 
Feed (2) auto (special)

Skills dodging 3 (2d6), combat  6 (3d6)
Gear -        

Electric shock.  A blast from a xenobian's electric shock renders the target Hindered [28] as nerves and neural receptors are numbed.

Feeding (2). A xenobian can move into the square of a Medium or smaller creature, completely enveloping it. The creature takes 2d6 electricity damage at the start of any turn in which it is enveloped, and the gaseous entity heals the same amount of HEALTH as it feeds off its victim's life force. Taking damage in this way also pushes the victim down the Mobility status track in the same way that a regular electric shock attack does.    


XENOMORPH
Medium very rare semi-sentient insectoid (9d6)

Perfectly evolved killing machines.

STR 10 (4d6)  AGI 21 (6d6)  END 10 (4d6)
INT 20 (5d6)  LOG 2 (1d6)  WIL 4 (2d6) CHA 2 (1d6)  LUC 0 (0d6)  REP 22 (6d6)

HEALTH 24
MELEE DEFENSE 34; RANGED DEFENSE 31; MENTAL DEFENSE 18
SOAK 10 (chitinous hide); VULN -    
STATUS IMMUNITIES fear                                       

INITIATIVE 8d6                                
PERCEPTION 5d6 (hearing 8d6)                        
SPEED 12; CLIMB+ 12; JUMP 40'/10'                    
CARRY 200lb (max lift 500lb)                                                    

ACTIONS 3 (2 in its turn; 1 in 10 INIT points later)                              
NATURAL DAMAGE 2d6+4  
REACH 5'                                      

Bite 9d6 (2d6+4 piercing/acid/poison damage; paralysis)                
Tail swipe 9d6 (1d6+4 slashing damage; 5' cone)    
Acid spit 9d6 (1d6+4 acid damage; range 5)                                                        

Skills stealth 8 (3d6), tracking 8 (3d6), hearing 8 (3d6), running 8 (3d6), reactions 8 (3d6), dodging 6 (3d6), combat 12 (4d6)
Gear -    

Acid blood. Any melee attack which pierces the xenomorph's hide splashes 1d6 acid damage on the attacker.

Camouflage. Xenomorph hides change colour to match their surroundings, giving the xenomorph +2d6 to stealth activities (making an AGI-based stealth check 10d6).

Poisonous bite. The xenomorph's bite contains a paralysing poison.  Each hit renders the victim Hindered [31]. Fully paralysed victims are often dragged back to the creature's lair, cocooned, and used for implantation of the xenomorph's young.

Tail swipe (1). The xenomorph has a tail swipe attack. This attack affects all targets in a 5' cone to the rear of the creature.

Death from on high (m). The xenomorph pays 2d6 and drops down on its prey from at least 5' above him. This counts as a charge but knocks the target prone and does 2d6 extra damage instead of 1d6.