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		<id>http://starfrontiers.info/wiki/index.php?action=history&amp;feed=atom&amp;title=Xenomorphs</id>
		<title>Xenomorphs - Revision history</title>
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		<updated>2026-04-29T09:34:24Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://starfrontiers.info/wiki/index.php?title=Xenomorphs&amp;diff=1000&amp;oldid=prev</id>
		<title>Terl obar at 03:25, 6 August 2010</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php?title=Xenomorphs&amp;diff=1000&amp;oldid=prev"/>
				<updated>2010-08-06T03:25:25Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;

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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 03:25, 6 August 2010&lt;/td&gt;
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		<author><name>Terl obar</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php?title=Xenomorphs&amp;diff=999&amp;oldid=prev</id>
		<title>Terl obar:&amp;#32;Created page with '&lt;div style=&quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&quot;&gt; Top:Star Frontiersman main page  | Up: Star Frontiersman Issue 5 main index | Up: Adversaries…'</title>
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				<updated>2010-08-06T03:24:05Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;#39;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt; Top:&lt;a href=&quot;/wiki/index.php/Star_Frontiersman&quot; title=&quot;Star Frontiersman&quot;&gt;Star Frontiersman&lt;/a&gt; main page  | Up: &lt;a href=&quot;/wiki/index.php/Star_Frontiersman_Issue_5&quot; title=&quot;Star Frontiersman Issue 5&quot;&gt;Star Frontiersman Issue 5&lt;/a&gt; main index | Up: &lt;a href=&quot;/wiki/index.php/Adversaries&quot; title=&quot;Adversaries&quot;&gt;Adversaries&lt;/a&gt;…&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 5]] main index&lt;br /&gt;
| Up: [[Adversaries]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Xenomorphs1.png|right|300px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 50%;&lt;br /&gt;
 padding: 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Editor’s Note:''' The Alien movies scared the heck outta me as&lt;br /&gt;
a kid. I’ve used elements of that genre of Sci-Fi horror in&lt;br /&gt;
games here and there, including Star Frontiers. This article&lt;br /&gt;
was submitted and I initially feared that it didn’t feel like Star&lt;br /&gt;
Frontiers. But then my mind started rolling out ideas...&lt;br /&gt;
&lt;br /&gt;
Imagine that a human starship misjumps into the Frontier&lt;br /&gt;
because of damaged engines. The crew is scared to death&lt;br /&gt;
because of an encounter with something horrible... and&lt;br /&gt;
probably shoots anyone non-human on site. Unknown to the&lt;br /&gt;
humans now stuck in the Frontier, and unknown to the&lt;br /&gt;
players who found the ship... somethings are lurking within&lt;br /&gt;
the darker regions of the ship’s engines, waiting to unleash&lt;br /&gt;
their animal wrath. The Frontier is a big place, but may not&lt;br /&gt;
be large enough to hide from this adversary.&lt;br /&gt;
&lt;br /&gt;
Or maybe the Aliens are yet another of the Sathar’s&lt;br /&gt;
constructs, a creature either native to a Sathar homeworld&lt;br /&gt;
now believed extinct, or a beastie genetically engineered in a&lt;br /&gt;
Sathar lab and unintentionally unleashed... perhaps this&lt;br /&gt;
adversary is directly responsible for the silence from Sathar&lt;br /&gt;
space the Frontier has witnessed...&lt;br /&gt;
&lt;br /&gt;
Some of this material is original; some of this material is&lt;br /&gt;
derived from several online sources, including an out-of-print&lt;br /&gt;
game by the now-defunct Leading Edge publishing group.&lt;br /&gt;
This author claims credit for the conversion and for the added&lt;br /&gt;
details specific to the Star Frontiers game, not the original&lt;br /&gt;
intellectual property of the Aliens license.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Lifecycle of the Aliens==&lt;br /&gt;
===The Egg===&lt;br /&gt;
The Egg contains the first form of an Alien. Eggs may be laid&lt;br /&gt;
by any of the adult Alien forms, but the Queen is by far the&lt;br /&gt;
most prolific and efficient Egg-layer, as described later. The&lt;br /&gt;
Egg itself is made of a polarized silicate, like the exoskeletons&lt;br /&gt;
of all Alien forms. The silicate is extremely tough and durable&lt;br /&gt;
and is an ideal protection for the newly-created Facehugger&lt;br /&gt;
within it. For the purposes of gameplay, an Alien Egg has 50&lt;br /&gt;
stamina points, before being destroyed, killing the&lt;br /&gt;
Facehugger inside and is immune to needler weapons. An Egg&lt;br /&gt;
laid by a Queen weighs 30 kilograms, while one laid by a&lt;br /&gt;
normal, adult Alien is less than a quarter of that weight. The&lt;br /&gt;
difference lies in their long-term durability. Queen-laid Eggs&lt;br /&gt;
will protect and support the Facehugger for centuries, while&lt;br /&gt;
Eggs from other Aliens last only a few months.&lt;br /&gt;
&lt;br /&gt;
===The Facehugger===&lt;br /&gt;
The Facehugger looks like two long, spindly hands which have&lt;br /&gt;
been joined together and to which a longs tail has been&lt;br /&gt;
attached. The outside of the Facehugger is mad of an&lt;br /&gt;
extremely tough polarized silicate, but the inner surface, the&lt;br /&gt;
“palm” of the hands, is less well protected.&lt;br /&gt;
The Facehugger is dormant within the Egg and can wait there&lt;br /&gt;
for an unlimited time. It will awaken in response to&lt;br /&gt;
movement outside the Egg by sensing vibrations, rather like a&lt;br /&gt;
spider, the Facehugger is keyed to respond to the repeated&lt;br /&gt;
motion patters of living creatures and is even capable of&lt;br /&gt;
determining the approximate mass of the life form. If the&lt;br /&gt;
lifeform weighs less at least 15 kilograms, the Facehugger will&lt;br /&gt;
awaken and will attack. It possesses good instincts regarding&lt;br /&gt;
attack techniques and will wait until the target is as close as&lt;br /&gt;
possible to the Egg before springing. When the Egg opens, a&lt;br /&gt;
small amount of a special gas is released, which prevents&lt;br /&gt;
nearby Eggs from opening from a short time, a minute or so,&lt;br /&gt;
in a ventilated area? After this period has elapsed, another&lt;br /&gt;
Egg can open in response to other life forms, or the&lt;br /&gt;
continuing struggles of the original target. Due to their unique&lt;br /&gt;
physiology, dralasites are immune the reproductive qualities&lt;br /&gt;
of a Facehugger and are ignored, for one of the other,&lt;br /&gt;
Frontier races. Other types of Aliens have no such&lt;br /&gt;
compunction, however.&lt;br /&gt;
&lt;br /&gt;
When in action, the Facehugger is capable of crawling on its&lt;br /&gt;
“Fingers” at 60 meters/turn and of leaping up to 5 meters (in&lt;br /&gt;
game terms, a Facehugger may leap at a target from one&lt;br /&gt;
square away). The tail provides the remarkable power behind&lt;br /&gt;
the Facehugger’s leap and is used to carry the creature from&lt;br /&gt;
the Egg to the head of a nearby target. Rules for the&lt;br /&gt;
Facehugger’s Leap and its behavior in combat are given&lt;br /&gt;
below.&lt;br /&gt;
&lt;br /&gt;
[[File:Xenomorphs2.png|right|400px]]&lt;br /&gt;
&lt;br /&gt;
'''Facehugger Leap:''' When a Facehugger leaps at its target, it&lt;br /&gt;
must roll its Attack value or less to attach itself to the target’s&lt;br /&gt;
head. If it makes the roll, the Facehugger grasps the target&lt;br /&gt;
very tightly with its fingers while tightening its tail around the&lt;br /&gt;
target’s throat. It then inserts a flexible tube from the center&lt;br /&gt;
of its inner surface into the target’s mouth and emits a broadspectrum&lt;br /&gt;
parlaying agent from the end of the tube. This&lt;br /&gt;
immediately enters the target’s lungs and causes&lt;br /&gt;
unconsciousness. If there is something between the tube and&lt;br /&gt;
the target’s mouth, like the faceplate of a helmet or similar,&lt;br /&gt;
protective device, the Facehugger will secrete a sufficient&lt;br /&gt;
quantity of Acid Blood to allow the tube to penetrate. This&lt;br /&gt;
takes one turn.&lt;br /&gt;
&lt;br /&gt;
If the Facehugger fails its roll by 10 or less, it has grabbed&lt;br /&gt;
the target’s head or upper torso, but has not been able to&lt;br /&gt;
place itself properly or paralyze the target. It will attempt to&lt;br /&gt;
paralyze the target again during the next turn.&lt;br /&gt;
&lt;br /&gt;
If the attack fails by 10 or more or the character passes a&lt;br /&gt;
successful Reaction Speed check, then the Facehugger&lt;br /&gt;
missed the target entirely. The Facehugger will land within 2&lt;br /&gt;
meters of the target and during the next turn it will race after&lt;br /&gt;
the closest, appropriate target using normal movement, until&lt;br /&gt;
it catches up, at which time it will leap at the target and&lt;br /&gt;
make another attempt to attach itself.&lt;br /&gt;
&lt;br /&gt;
'''Facehugger Combat:''' When a Facehugger has partially&lt;br /&gt;
grabbed a target but is not properly placed, it continues&lt;br /&gt;
trying to immobilize the victim. It gets one try each turn at its&lt;br /&gt;
Attack score. For each person assisting the target, reduce the&lt;br /&gt;
Facehugger’s Attack score by 10 (20 if the character has the&lt;br /&gt;
Medical skill). If the Facehugger makes its roll, it can only be&lt;br /&gt;
removed surgically. If it fails, it has been thrown off and must&lt;br /&gt;
spend one turn recovering. The Facehugger will continue&lt;br /&gt;
trying to attach itself until it is successful or it is thrown off&lt;br /&gt;
the target.&lt;br /&gt;
&lt;br /&gt;
A Facehugger that has grabbed a target cannot be safely shot&lt;br /&gt;
off. If the situation is desperate Characters can try to shoot&lt;br /&gt;
the Facehugger, but they have the same chance of hitting the&lt;br /&gt;
Facehugger’s victim as they do of hitting the Facehugger. If&lt;br /&gt;
the attack roll hits, roll a 1d10. 1-5 hits the Facehugger and&lt;br /&gt;
6-10 hits the Facehugger’s victim. If the victim is hit, roll&lt;br /&gt;
damage normally. In addition, if the Facehugger is hit the&lt;br /&gt;
victim and all nearby Characters are subject to Acid Spray.&lt;br /&gt;
&lt;br /&gt;
Once it is firmly attached to its target, the Facehugger will&lt;br /&gt;
implant one or more Chestburster Embryos inside the chest&lt;br /&gt;
cavity of the target. Each Embryo is placed by the tube, which&lt;br /&gt;
can be extended almost 2.4 meters initially and can grow at a&lt;br /&gt;
rate of a half a meter per day, if necessary. As the&lt;br /&gt;
implantation procedure goes on, the Facehugger will keep its&lt;br /&gt;
host dormant by limiting its oxygen supply and reintroducing&lt;br /&gt;
the paralyzing agent if necessary. The creature possesses a&lt;br /&gt;
marvelous ability to monitor a live host and to guarantee that&lt;br /&gt;
it does not die.&lt;br /&gt;
&lt;br /&gt;
The full implantation procedure takes 20 plus 1 to 5 hours. It&lt;br /&gt;
then takes two more days for the Embryo(s) to mature into&lt;br /&gt;
the Chestburster form. Throughout this 3 day period the&lt;br /&gt;
Facehugger is slowly wasting away and it will generally die&lt;br /&gt;
and fall off the host a few hours before the Chestburster&lt;br /&gt;
hatches. If by some chance the Facehugger’s implantation&lt;br /&gt;
process and the growth of the Chestburster are interrupted&lt;br /&gt;
by being placed in a Cryostasis chamber, Embryo&lt;br /&gt;
implantation and incubation take 20 times longer as normal.&lt;br /&gt;
&lt;br /&gt;
The number and type of Embryos planted by the Facehugger&lt;br /&gt;
are determined by the state of the host and it’s mass. If the&lt;br /&gt;
host is dead during implantation, only a Warrior Alien can be&lt;br /&gt;
produced. One Warrior Embryo can be implanted for every 15&lt;br /&gt;
kilograms of mass of the host. If the host is alive during the&lt;br /&gt;
incubation, then any type of Alien can be produced, including&lt;br /&gt;
a Queen or a Sentry. One Sentry Embryo can be implanted&lt;br /&gt;
for every 25 kilograms of mass of the hosed, while only a&lt;br /&gt;
single Queen Embryo can be implanted regardless of the&lt;br /&gt;
host’s size, though the minimum mass for a Queen Embryo is&lt;br /&gt;
50 kilograms. Decisions about what type of Embryo to&lt;br /&gt;
implant are made by the Queen, if necessary.&lt;br /&gt;
&lt;br /&gt;
Note that the Embryo type is determined when it is&lt;br /&gt;
implanted. The only variation here is that if the host dies&lt;br /&gt;
after implantation but before the Chestburster hatches, the&lt;br /&gt;
Alien automatically grows into a warrior. Also, the masses&lt;br /&gt;
given above are the minimums for each type and no Embryo&lt;br /&gt;
can be planted in a host of less than 15 kilograms. For&lt;br /&gt;
example a 70 kilogram host can only be used for 4 Warriors,&lt;br /&gt;
or 2 Sentries or 1 Queen.&lt;br /&gt;
&lt;br /&gt;
This embryo may take on some of the host's DNA or traits,&lt;br /&gt;
such as bipedalism, quadrupealism and other body structure&lt;br /&gt;
changes, possibly owing to the need to adapt, using&lt;br /&gt;
indigenous wildlife as a reference for what features to retain&lt;br /&gt;
for use in that particular environment. For example, an Alien&lt;br /&gt;
created through a Yazirian host, typically have wings on&lt;br /&gt;
which they can glide, whereas a one made from a Vrusk has&lt;br /&gt;
eight legs, giving it increased speed.&lt;br /&gt;
&lt;br /&gt;
===The Chestburster===&lt;br /&gt;
The Chestburster is the immature form of the normal, adult&lt;br /&gt;
Alien. It has a number of characteristics which are different&lt;br /&gt;
from the adult forms, in particular its ability to regularly she&lt;br /&gt;
its skin as it grows and the phenomenal rate at which it can&lt;br /&gt;
eat and process food. For the purposes of gameplay, a&lt;br /&gt;
Chestburster has 10 Stamina points, no attacks and a&lt;br /&gt;
movement value of 30m/turn.&lt;br /&gt;
&lt;br /&gt;
As mentioned before, the Chestburster is laid in the embryo&lt;br /&gt;
form in the chest cavity of the Host and incubates over the&lt;br /&gt;
course of two days. At the end of the incubation, the&lt;br /&gt;
Chestburster weighs less than a kilogram and appears to be a&lt;br /&gt;
cross between an adult Alien and a Facehugger; it has&lt;br /&gt;
acquired the head and upper arms of an adult, but retains the&lt;br /&gt;
long, powerful tail of the Facehugger.&lt;br /&gt;
&lt;br /&gt;
When incubation ends, the Chestburster breaks out of its&lt;br /&gt;
host, using its tail, teeth and even acid secretions to create&lt;br /&gt;
an opening. In ideal circumstances, the Chestburster will then&lt;br /&gt;
consume the Host to fuel its growth, but this is not vital. The&lt;br /&gt;
creature requires a great supply of food, inorganic matter and&lt;br /&gt;
water. It will consume a total of two times its eventual adult&lt;br /&gt;
weight of this, of which roughly ¼ must be hydrocarbonbased&lt;br /&gt;
matter (including animals, plants, nylon,&lt;br /&gt;
petrochemicals, plastics and so forth), ½ should be inorganic&lt;br /&gt;
(including dirt, glass, sand and other substances high in&lt;br /&gt;
silicon) and ¼ water. The adult weights of the various, Alien&lt;br /&gt;
types are given in their descriptions on the following pages.&lt;br /&gt;
&lt;br /&gt;
The growth rate of a Chestburster is phenomenal and is only&lt;br /&gt;
limited by the food supply. With sufficient food, the&lt;br /&gt;
Chestburster will attain its full size within a day of “hatching”.&lt;br /&gt;
If it does not find enough food to reach maturity with in three&lt;br /&gt;
days, it will die; the creature’s metabolism is far too fast to&lt;br /&gt;
allow it to live for very long. Throughout the growth period,&lt;br /&gt;
the Chestburster will maintain as low a profile as possible, as&lt;br /&gt;
it is not fully capable of combat.&lt;br /&gt;
&lt;br /&gt;
A Chestburster can chew its way through obstacles quickly; it&lt;br /&gt;
can get through a standard, interior wall of a ship or building&lt;br /&gt;
in about 20 seconds. There is no known limit to the materials&lt;br /&gt;
which one can chew through, including steel and other&lt;br /&gt;
metals, because it can secrete acid while chewing, if&lt;br /&gt;
necessary.&lt;br /&gt;
&lt;br /&gt;
Once the Chestburster reaches full size, its metabolism&lt;br /&gt;
changes drastically. The skin thickens and hardens, the need&lt;br /&gt;
for food comes to an end and it acquires the full use of its&lt;br /&gt;
movement and combat abilities. The exact size and abilities of&lt;br /&gt;
the adult Alien depend on the type: Warrior, Sentry or Queen.&lt;br /&gt;
&lt;br /&gt;
===Warrior===&lt;br /&gt;
This is the most common Alien form. A Warrior stands about&lt;br /&gt;
2.4 meters tall and weighs nearly 150 kilograms. Its has all&lt;br /&gt;
the dangerous attributes of the species; an incredibly tough&lt;br /&gt;
exoskeleton of polarized silicate, concentrated acid for blood,&lt;br /&gt;
powerful claws and teeth and a long tail used in battle and for&lt;br /&gt;
balance.&lt;br /&gt;
&lt;br /&gt;
There are 18 stingers on a Warrior’s tail, each of which is&lt;br /&gt;
20cm long and contains a small sac of a paralyzing substance&lt;br /&gt;
like that used by the Facehuggers. In combat, the Warrior&lt;br /&gt;
can inject a stinger and its sac into a target, which results in&lt;br /&gt;
the rapid incapacitation of the target, if the target fails a STA&lt;br /&gt;
check. The stinger remains in place for a number of hours,&lt;br /&gt;
during which time the sac continues to secrete the paralysis&lt;br /&gt;
substance into the victim, every turn. The stingers can be&lt;br /&gt;
regenerated in a single day and are only used against prey&lt;br /&gt;
which is likely to be dangerous or to struggle powerfully.&lt;br /&gt;
&lt;br /&gt;
The tubes on the Warrior’s back produce a slimy web which&lt;br /&gt;
gives the Warrior greater mobility. This works like a spider’s&lt;br /&gt;
web and it affixes itself tightly to any areas which have been&lt;br /&gt;
encrusted by Resin. The web produced will easily hold the&lt;br /&gt;
weight of a Warrior and a victim of similar size. The&lt;br /&gt;
maximum distance the web can be shot by the tubes is 6&lt;br /&gt;
meters. Although the web naturally adheres to Resin, it can&lt;br /&gt;
be used to attach the Warrior to other surfaces, as well; in&lt;br /&gt;
such cases it cannot be shot and must be wrapped around a&lt;br /&gt;
projection or some other attachment point. The tubes are&lt;br /&gt;
also capable of coiling the web around themselves, which&lt;br /&gt;
allows a Warrior to ascend through a webbed area at 3&lt;br /&gt;
meters per turn.&lt;br /&gt;
&lt;br /&gt;
The limbs of every Warrior are studded with special glands&lt;br /&gt;
which secrete small amounts of a web-like substance and acts&lt;br /&gt;
as a light glue in contact with the Aliens’ Resin. This allows&lt;br /&gt;
the Warrior to maneuver easily through encrusted areas.&lt;br /&gt;
There are also assorted hooks and spikes on the limbs which&lt;br /&gt;
permits the Warrior to attach itself to the Resin, for&lt;br /&gt;
ambushes and for use during periods of dormancy.&lt;br /&gt;
&lt;br /&gt;
An additional use for the tubes on the Warrior’s back is as a&lt;br /&gt;
harness for prey. Victims of up to Yazirian size can be placed&lt;br /&gt;
between the tubes and then webbed into location. This leaves&lt;br /&gt;
the Warrior’s limbs free for additional maneuvering and&lt;br /&gt;
combat.&lt;br /&gt;
&lt;br /&gt;
Warrior Aliens produce and shape Resin that forms the Alien&lt;br /&gt;
Hive. The Resin is secreted from the mouth of the Warrior&lt;br /&gt;
and is formed with the hands. Warriors perform the labor for&lt;br /&gt;
the Hive, including building the tunnels and chambers,&lt;br /&gt;
maintaining them and gathering available food and hosts for&lt;br /&gt;
Eggs.&lt;br /&gt;
&lt;br /&gt;
Lastly, a Warrior Alien can lay one Egg each day, if it eats 10&lt;br /&gt;
kilograms of organic and inorganic material.&lt;br /&gt;
&lt;br /&gt;
===Sentry===&lt;br /&gt;
[[File:XenomorphsSentry.png|right]]&lt;br /&gt;
The Sentry is the Alien type that links the Queen to the rest&lt;br /&gt;
of the lair and which is the leader of all nearby aliens of other&lt;br /&gt;
types. It is exactly like a Warrior, except that it has small&lt;br /&gt;
sensors built into its hands which are capable of creating and&lt;br /&gt;
sensing extremely small vibrations within the Resin and&lt;br /&gt;
webbing of an Alien Hive.&lt;br /&gt;
&lt;br /&gt;
These vibrations are a sophisticated form of communication&lt;br /&gt;
and allow the Sentry to inform the Queen of what is going on&lt;br /&gt;
in the Sentry’s area in great detail. The Queen responds to&lt;br /&gt;
this information, by giving instructions to the Sentry. The&lt;br /&gt;
Sentry passes these orders to nearby Aliens vocally or by&lt;br /&gt;
using the infrared pattering on its head, as described under&lt;br /&gt;
Alien Metabolism.&lt;br /&gt;
&lt;br /&gt;
There is no chance of the Sentry having its own opinion or of&lt;br /&gt;
changing the Queen’s orders. A Sentry is essentially a wellprogrammed&lt;br /&gt;
communications machine, which accurately and&lt;br /&gt;
quickly passes information to and from the Queen.&lt;br /&gt;
&lt;br /&gt;
When operating outside the Hive, Sentries will attempt to&lt;br /&gt;
leave a web trail behind them. Even a single strand of web is&lt;br /&gt;
capable of passing the vibrations to and from the Queen and&lt;br /&gt;
in this way, the Queen can remain in control of Aliens working&lt;br /&gt;
at a considerable distance from the Hive.&lt;br /&gt;
&lt;br /&gt;
===The Queen===&lt;br /&gt;
The Queen is, of course, the most devastating of all Aliens.&lt;br /&gt;
Unlike other Aliens, she continues to grow and develop after&lt;br /&gt;
reaching maturity, depending on her food supply, easily&lt;br /&gt;
reaching 4.5 meters tall. Their body structure differs also,&lt;br /&gt;
having twin sets of arms and being built more similarly to a&lt;br /&gt;
theropod dinosaur than a humanoid. Queens have a much&lt;br /&gt;
larger braincase than the average adults, protected by a large&lt;br /&gt;
crest above their heads. Another well-known feature of the&lt;br /&gt;
Queen is an immense ovipositor in its lower torso, which is&lt;br /&gt;
responsible for creating Facehugger Eggs (similar to a queen&lt;br /&gt;
termite). The Queen is able to detach from the egg sac, if&lt;br /&gt;
necessary (as in the case of an emergency). Queens also&lt;br /&gt;
have a higher ability to relate cause and effect to make&lt;br /&gt;
observations and deductions, allowing them rudimentary&lt;br /&gt;
understanding of technology in the same way as some&lt;br /&gt;
primates.&lt;br /&gt;
&lt;br /&gt;
A Queen goes through ten Stages of development; at each,&lt;br /&gt;
she becomes larger, more powerful and more productive. The&lt;br /&gt;
developments of a Queen and her abilities at each Stage are&lt;br /&gt;
as follows.&lt;br /&gt;
&lt;br /&gt;
When a Chestburster Queen matures, it is considered a Stage&lt;br /&gt;
One Queen. It fights and lays Eggs exactly like a Warrior&lt;br /&gt;
Alien, although it is better protected. It can only progress to&lt;br /&gt;
Stage Two, by eating 300 kilograms of organic material, or&lt;br /&gt;
about 4 human-sized victims. As each victim is consumed,&lt;br /&gt;
the Queen sheds her outer layer of skin and grows a new,&lt;br /&gt;
larger protective layer. The shedding and growth cycle takes&lt;br /&gt;
a period of one day. After the fourth victim is devoured, the&lt;br /&gt;
Queen has completed her growth into a Stage Two Queen.&lt;br /&gt;
&lt;br /&gt;
At Stage Two, the Queen is capable of laying 10 Eggs a day,&lt;br /&gt;
although it requires a supply of 10 kilograms of organic and&lt;br /&gt;
20 kilograms of inorganic material per Egg. Additionally, it&lt;br /&gt;
has increased fighting abilities, as listed under Aliens in&lt;br /&gt;
Combat. The last new ability of a Stage Two Queen is&lt;br /&gt;
increased protection and the ability to survive greater&lt;br /&gt;
damage.&lt;br /&gt;
&lt;br /&gt;
To progress to Stage Three, the Queen must eat 450&lt;br /&gt;
kilograms of organic material, the equivalent of 6 more&lt;br /&gt;
people, for a total of 10. She can lay 20 Eggs per day, if raw&lt;br /&gt;
materials are available. Additionally, it has increased fighting&lt;br /&gt;
abilities, as listed under Aliens in Combat.&lt;br /&gt;
&lt;br /&gt;
Stage Four is reached after a total of 20 people have been&lt;br /&gt;
eaten and give the Queen the ability to lay 30 Eggs per day.&lt;br /&gt;
Additionally, it has increased fighting abilities, as listed under&lt;br /&gt;
Aliens in Combat.&lt;br /&gt;
&lt;br /&gt;
Stage Five requires 10 more people, as food, for a total of 30&lt;br /&gt;
and 40 Eggs per day, can be laid. Additionally, it has&lt;br /&gt;
increased fighting abilities, as listed under Aliens in Combat.&lt;br /&gt;
&lt;br /&gt;
The remaining Stages continue, in the same pattern. Each&lt;br /&gt;
requires an additional 10 human-sized victims as food and&lt;br /&gt;
increases the number of Eggs the Queen can lay each day, by&lt;br /&gt;
10. Additionally, it has increased fighting abilities, as listed&lt;br /&gt;
under Aliens in Combat.&lt;br /&gt;
&lt;br /&gt;
The highest possible Stage for a Queen is Stage Ten. When&lt;br /&gt;
she reaches this Stage, she arranges for a Queen Embryo to&lt;br /&gt;
hatch. As soon as the Chestburster form of the new Queen&lt;br /&gt;
emerges, the old Queen will build this Hive up until it is&lt;br /&gt;
capable of protecting another, new Queen and will then move&lt;br /&gt;
on; in this way, a Stage Ten Queen is able to expand the area&lt;br /&gt;
controlled by Aliens steadily and almost unstoppably.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the new Queens left behind have full Hives to&lt;br /&gt;
protect them and if food is available they can advance to&lt;br /&gt;
become Stage Ten Queens, themselves.&lt;br /&gt;
&lt;br /&gt;
==Alien Metabolism==&lt;br /&gt;
The metabolism of the Alien is just as unusual as its&lt;br /&gt;
reproductive cycle, as might be expected. The skin is&lt;br /&gt;
composed of a polarized silica and provides remarkable&lt;br /&gt;
protection from environmental extremes, as well as impact.&lt;br /&gt;
All Aliens, regardless of type, are immune to needler weapons&lt;br /&gt;
and extremely long falls.&lt;br /&gt;
&lt;br /&gt;
In addition to these oddities, they do not have constant,&lt;br /&gt;
cellular activity, like mammals, and consequently do not&lt;br /&gt;
generate body heat, so they are invisible to infrared sensors.&lt;br /&gt;
&lt;br /&gt;
Their internal energy is electrical, in nature and is circulated,&lt;br /&gt;
via the devastating Acid which is their blood. The Acid is&lt;br /&gt;
highly conductive and the molecules are ideal for energy&lt;br /&gt;
storage and transportation. This process is similar to that&lt;br /&gt;
used in automobile batteries and other small, electrical&lt;br /&gt;
storage-devices.&lt;br /&gt;
&lt;br /&gt;
Because of this, Aliens do not require organic food to survive.&lt;br /&gt;
They need it to create Resin and webbing, to grow, as well as&lt;br /&gt;
to heal from injuries, but to continue existing, they only need&lt;br /&gt;
to have access to an electrical current. They can derive this&lt;br /&gt;
energy from a number of sources, including solar energy,&lt;br /&gt;
static electricity and direct current.&lt;br /&gt;
&lt;br /&gt;
Aliens are even capable of surviving simply by being close to&lt;br /&gt;
high levels of electrical power. For example, current moving&lt;br /&gt;
in a power line induces a current in the Alien in much the&lt;br /&gt;
same way that a radio signal induces a current in an antenna.&lt;br /&gt;
This kind of current supplies enough power for an Alien to&lt;br /&gt;
survive in dormancy and to recharge slowly, while inactive.&lt;br /&gt;
Because of this affect, Aliens are attractive to the machinery&lt;br /&gt;
of the Frontier; in a way, it “smells” good to them.&lt;br /&gt;
&lt;br /&gt;
These sources of “food” make the Alien a creature of&lt;br /&gt;
incredible endurance. It eats dirt and water to reach adult&lt;br /&gt;
stage and once mature, can survive on the energy generated&lt;br /&gt;
by a light breeze. The process of absorbing energy is a quick&lt;br /&gt;
on and they can go to virtually have no energy to being fully&lt;br /&gt;
“charged” in about an hour, if the energy is available. Their&lt;br /&gt;
natural, physical abilities are enhanced by this arrangement,&lt;br /&gt;
as an Alien which is active while exposed to a strong “food”&lt;br /&gt;
source can work and fight indefinitely, without tiring.&lt;br /&gt;
&lt;br /&gt;
In addition to the above, Aliens are also very efficient on a&lt;br /&gt;
purely, physical level. They regenerate non-fatal damage&lt;br /&gt;
within a day and can always recover from an injury which is&lt;br /&gt;
not immediately fatal. Aliens have incredible strength and can&lt;br /&gt;
lift and carry up to 200kg of weight.&lt;br /&gt;
&lt;br /&gt;
Aliens, in all stages of their life cycles, have shown severe&lt;br /&gt;
vulnerabilities to heat, such as fire and flame-throwers, but&lt;br /&gt;
cold temperatures are an inadequate precautionary measure-&lt;br /&gt;
-except at the extremes, such as liquid nitrogen. Since they&lt;br /&gt;
can adapt to a vacuum and endure cold climates, it is unlikely&lt;br /&gt;
they would be driven off by chilly conditions, but blasts of hot&lt;br /&gt;
steam or cold air can be effective, especially when paired&lt;br /&gt;
together. It is postulated that applying both hot and cold&lt;br /&gt;
temperatures in rapid succession would achieve a very lethal,&lt;br /&gt;
&amp;quot;cracking&amp;quot; effect on an Alien's exoskeleton, similar to rapidly&lt;br /&gt;
heating and cooling glass. Consequently, all Alien types take&lt;br /&gt;
double damage from flamethrowers and incendiary weapons.&lt;br /&gt;
&lt;br /&gt;
===Other Characteristics===&lt;br /&gt;
The senses of the Aliens are good. Their vision is remarkably&lt;br /&gt;
sharp and they can see further into the infrared than Humans&lt;br /&gt;
and Yazirians, though not to the ability of Vrusks. They have&lt;br /&gt;
an elongated, cylindrical head but lack visible eyes. The&lt;br /&gt;
creature's lack of visible eyes serves to remove a massive&lt;br /&gt;
weak point from a nigh invulnerable beast. Due to the&lt;br /&gt;
absence of clearly visible eyes, Frontier scientists have&lt;br /&gt;
concluded it is possible that the creature uses echolocation to&lt;br /&gt;
&amp;quot;see&amp;quot; its environment, much like bats. They also have&lt;br /&gt;
excellent hearing.&lt;br /&gt;
&lt;br /&gt;
Aliens generally communicate by sound, although they do not&lt;br /&gt;
have a language that is recognizable to the Frontier races.&lt;br /&gt;
Their communications skills are like those of bees or ants,&lt;br /&gt;
which carry vital messages about food or danger, but which&lt;br /&gt;
are clearly beyond the realms of Frontier-style&lt;br /&gt;
communication. In vacuum and other situations where sound&lt;br /&gt;
is useless, Aliens communicate by adjusting the heat&lt;br /&gt;
production of the surface of the head. Although this is&lt;br /&gt;
invisible to most of the eyes of the Frontier races, the infrared&lt;br /&gt;
abilities of Aliens make it easy for them to determine what&lt;br /&gt;
patterns are being displayed.&lt;br /&gt;
&lt;br /&gt;
Because Vrusks have better infrared sight than the other,&lt;br /&gt;
Frontier races, a Vrusk Character has a chance to notice&lt;br /&gt;
“speaking” Aliens, if he or she makes a successful&lt;br /&gt;
Comprehension roll. If the Vrusk succeeds, he sees the color&lt;br /&gt;
change and if they are already familiar with the Alien lifeform,&lt;br /&gt;
can warn their party, spoiling the Aliens element of surprise.&lt;br /&gt;
The Character must state that he or she is actively looking for&lt;br /&gt;
changes in the infrared spectrum, however.&lt;br /&gt;
&lt;br /&gt;
This infrared sense is one of the primary ways the Aliens&lt;br /&gt;
track their prey. Their sense of smell is also used&lt;br /&gt;
prominently, as it informs the Alien of the rough, organic&lt;br /&gt;
composition of the victim and is frequently what alerts them&lt;br /&gt;
to the presence of the victim in the first place. The Aliens can&lt;br /&gt;
also detect their prey using pheromones, much like a colorful&lt;br /&gt;
aura around the body.&lt;br /&gt;
&lt;br /&gt;
Much like the Facehugger within its Egg, a dormant, adult&lt;br /&gt;
Alien can remain in that state for decades or centuries with&lt;br /&gt;
no loss of ability and it will wake up, only in the presence of&lt;br /&gt;
food or danger.&lt;br /&gt;
&lt;br /&gt;
Adult Aliens are well-adapted to swimming and can survive in&lt;br /&gt;
vacuum for unknown lengths of time.&lt;br /&gt;
&lt;br /&gt;
==Alien Hives==&lt;br /&gt;
The Alien Hive is constructed from Resin which is secreted&lt;br /&gt;
from the mouths of Warriors. This Resin is composed&lt;br /&gt;
primarily of polarized silicon and is extremely tough and&lt;br /&gt;
durable. It also has remarkable insulating properties and is&lt;br /&gt;
semi-opaque. Much like termites, they mix Resin with solids,&lt;br /&gt;
like dead victims and dead/cannibalized Xenomorphs or with&lt;br /&gt;
dirt, trees or Frontier-made structures. These materials are&lt;br /&gt;
then broken down by spitting acid on them and molding into&lt;br /&gt;
shape and place, though it shows amazing heat and&lt;br /&gt;
moisture-retaining qualities. Another important feature of the&lt;br /&gt;
Resin is that it interferes with radio communications and any&lt;br /&gt;
Characters penetrating deep into a Hive will find they lose&lt;br /&gt;
contact with the outside world.&lt;br /&gt;
&lt;br /&gt;
Aliens normally build their Hives around pre-existing&lt;br /&gt;
structures, such as a natural ground depression, a frontiermade&lt;br /&gt;
structure or a strand of trees. The Resin is used to&lt;br /&gt;
insulate and protect the Hive, to provide structural framework&lt;br /&gt;
for the Aliens to move on and to create niches for&lt;br /&gt;
concealment and rest in dormancy.&lt;br /&gt;
&lt;br /&gt;
Aliens build the Hive so that they can use the walls, floors&lt;br /&gt;
and ceilings for movement. Their gripping power, combined&lt;br /&gt;
with special glands that secrete a contact cement, allow them&lt;br /&gt;
to support themselves from the ceiling and walls, much like&lt;br /&gt;
giant insects. This greatly increases their mobility and their&lt;br /&gt;
Stalking ability, within the Hive.&lt;br /&gt;
&lt;br /&gt;
Because the Resin is composed of the same type of material&lt;br /&gt;
as the Alien’s exoskeleton, the Hive provides ideal&lt;br /&gt;
camouflage. If an Alien remains motionless, it is almost&lt;br /&gt;
undetectable, blending perfectly into the wall or ceiling. This&lt;br /&gt;
plays a key role in how deadly the Aliens are within their&lt;br /&gt;
Hives.&lt;br /&gt;
&lt;br /&gt;
Sentry Aliens have the ability to pick up and monitor&lt;br /&gt;
vibrations through the Resin. This sense is used to&lt;br /&gt;
communicate with the Queen and also provides them with&lt;br /&gt;
exceptionally accurate remote sensors for tracking the&lt;br /&gt;
movement of life, within the Hive. In essence, this&lt;br /&gt;
gives the Sentry an accurate picture of&lt;br /&gt;
numbers, movement and position of all life in&lt;br /&gt;
the Hive. The Sentry thus has a much clearer&lt;br /&gt;
picture of the situation within the lair than&lt;br /&gt;
any Character could ever obtain.&lt;br /&gt;
&lt;br /&gt;
==Removing Facehubbers==&lt;br /&gt;
[[File:Xenomorphs3.png|right|300px]]&lt;br /&gt;
&lt;br /&gt;
This is obviously of critical importance&lt;br /&gt;
to anyone who is facing the possibility&lt;br /&gt;
of Chestbursters in their future. The&lt;br /&gt;
removal of a Facehugger is actually&lt;br /&gt;
a fairly simple procedure, unless&lt;br /&gt;
the survival of the host is also&lt;br /&gt;
important; if so, it is extremely&lt;br /&gt;
difficult.&lt;br /&gt;
&lt;br /&gt;
Any attempt to remove the Facehugger is met by&lt;br /&gt;
one of the defense mechanisms of the creature. If it&lt;br /&gt;
is cut or injured, its Acid Blood endangers the&lt;br /&gt;
host and anyone else nearby. If someone&lt;br /&gt;
attempts to simply pull it off, it will anchor&lt;br /&gt;
itself to the host, by tightening the grip of&lt;br /&gt;
the tail around the host’s throat. As a final&lt;br /&gt;
defense, if the Facehugger is killed in any other way,&lt;br /&gt;
it will inject the entire reserve of the paralyzing agent. Such a&lt;br /&gt;
dose is lethal to any human, vrusk or yazirian.&lt;br /&gt;
&lt;br /&gt;
The task of safely removing a Facehugger is extremely&lt;br /&gt;
difficult and can only be attempted by someone with the&lt;br /&gt;
Medical skill. The base chance is equal to half the character’s&lt;br /&gt;
Major Surgery sub-skill, if it applies to a team of trained&lt;br /&gt;
medical personnel, who have not researched the problem and&lt;br /&gt;
who have no special equipment. For a medical team which is&lt;br /&gt;
experienced in dealing with removing Facehuggers and has&lt;br /&gt;
special equipment, the task is equal to the character with the&lt;br /&gt;
highest Major Surgery sub-skill.&lt;br /&gt;
&lt;br /&gt;
If the attempt to remove a Facehugger fails, the creature is&lt;br /&gt;
still removed alive from the patient and may be kept for&lt;br /&gt;
study. The patient, however, is killed.&lt;br /&gt;
&lt;br /&gt;
==Aliens in Combat==&lt;br /&gt;
The Aliens are the most dangerous species ever encountered&lt;br /&gt;
by the Frontier and there are a number of special rules&lt;br /&gt;
governing their actions in combat.&lt;br /&gt;
&lt;br /&gt;
===Stalking===&lt;br /&gt;
Stalking is a vital part of a predator’s attack, especially for&lt;br /&gt;
creatures like Aliens which are hunting armed prey. The&lt;br /&gt;
reason is simple; if a target with a weapon has some&lt;br /&gt;
warning, it is easy to defeat an Alien at a distance. If the&lt;br /&gt;
Alien can get close, however, it might be able to attack the&lt;br /&gt;
target before he or she has a chance to open fire.&lt;br /&gt;
&lt;br /&gt;
Because of natural abilities and extreme cunning, all Aliens&lt;br /&gt;
have a default, stealth rating of 80%. Additional Difficulty&lt;br /&gt;
Levels below are for an Alien or group of Aliens attempting to&lt;br /&gt;
stalk prey. The Levels give assume confined terrain, such as&lt;br /&gt;
jungle, a building or an Alien Hive, with many places to hide.&lt;br /&gt;
For more open terrain, such as an urban street or&lt;br /&gt;
countryside, the Difficulty Level is increased by 20.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px;&amp;quot;&lt;br /&gt;
|+ '''ALIEN STALKING TABLE'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Targets are:|| Difficulty Level&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|At Leisure|| +40&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Cautious|| +20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|On Alert|| --&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Moving and Very Alert|| -20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Stationary and Very Alert|| -40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Stalking, Aliens can close to Medium range,&lt;br /&gt;
without difficulty. From that point, they&lt;br /&gt;
must make a successful, Stalking check&lt;br /&gt;
for each Range Category; from Medium&lt;br /&gt;
to Short and Short to Point Blank. The&lt;br /&gt;
Stalking check is equal to the Alien’s&lt;br /&gt;
default stealth rating, adjusted by the&lt;br /&gt;
table above. If the Aliens fail the&lt;br /&gt;
Stalking check at any&lt;br /&gt;
point, they may&lt;br /&gt;
have been spotted,&lt;br /&gt;
the Characters can&lt;br /&gt;
respond any way&lt;br /&gt;
they want and the&lt;br /&gt;
Aliens must decide&lt;br /&gt;
whether to charge or&lt;br /&gt;
run away. If they&lt;br /&gt;
successfully close to Point&lt;br /&gt;
Blank range, then they are&lt;br /&gt;
able to pounce on the&lt;br /&gt;
Characters using the guidelines&lt;br /&gt;
given below.&lt;br /&gt;
&lt;br /&gt;
Aliens decrease the Difficulty Level by&lt;br /&gt;
20, whenever the Characters are actually going directly&lt;br /&gt;
through an area inhabited by Aliens. For example, a group of&lt;br /&gt;
“bug hunters” are moving through an Alien Hive. They are&lt;br /&gt;
very alert, so any Aliens attempting to Stalk them would be&lt;br /&gt;
at -20. Because they are in the Alien’s environment, however,&lt;br /&gt;
the Aliens gain a +20, negating the modifier completely.&lt;br /&gt;
&lt;br /&gt;
If this is the first contact between the Characters and an Alien&lt;br /&gt;
or it’s Hive, the Difficulty Levels are decreased by 20. This&lt;br /&gt;
represents the Characters’ unfamiliarity with the creature’s&lt;br /&gt;
behaviors and tactics.&lt;br /&gt;
&lt;br /&gt;
===Alien Attacks===&lt;br /&gt;
To attack, an Alien must be within 2 meters of its target. A&lt;br /&gt;
Warrior or Sentry attacks by Grabbing and immobilizing its&lt;br /&gt;
prey, by Biting with its powerful, telescoping jaws, or by&lt;br /&gt;
using the Stingers in its tail. To determine the type of attack&lt;br /&gt;
used, roll a 1d10 each turn; on a 1, it Bites, on 2 through 9,&lt;br /&gt;
it Grabs and on a 0, it Stings. All Alien attacks are considered&lt;br /&gt;
Melee Attacks.&lt;br /&gt;
&lt;br /&gt;
When an Alien attempts to Grab a target, the Referee makes&lt;br /&gt;
an Attack roll for the creature. If the Alien succeeds, the&lt;br /&gt;
target is grabbed. A grabbed target has been pinned by the&lt;br /&gt;
Alien and cannot resist effectively. This means that the target&lt;br /&gt;
is incapacitated. It cannot move, fire a weapon effectively,&lt;br /&gt;
attempt melee attacks or take any other physical action. In&lt;br /&gt;
addition, the target takes damage from being crushed by the&lt;br /&gt;
Alien’s grip. The Alien does 3-30 points of damage, due to&lt;br /&gt;
the Alien’s strength. If the target is still conscious and&lt;br /&gt;
struggling, the Alien will continue to attack, each turn, until&lt;br /&gt;
resistance ceases. Once the target is quiet, the Alien will try&lt;br /&gt;
to take it to a safe place within the Lair, where it will be&lt;br /&gt;
webbed in place and prepared for a Facehugger.&lt;br /&gt;
&lt;br /&gt;
For Bite attacks, the Alien does 2d10 points of damage, if a&lt;br /&gt;
successful Attack roll made. Note that extra armor protection&lt;br /&gt;
given by a helmet or light armor is of no use here, since the&lt;br /&gt;
jaws are penetrating through the front, where there is either&lt;br /&gt;
no protection or simply a face shield.&lt;br /&gt;
&lt;br /&gt;
Sting attacks do 4d10 points of damage on a successful hit. If&lt;br /&gt;
the target takes any damage at all, it must make a STA check&lt;br /&gt;
or it is automatically incapacitated by the paralyzing drug&lt;br /&gt;
implanted by the stinger. The stinger will continue to disperse&lt;br /&gt;
its paralyzing agent, requiring the Character to make a STA&lt;br /&gt;
check each turn, until it is removed or they are incapacitated.&lt;br /&gt;
&lt;br /&gt;
===The Queen===&lt;br /&gt;
As devastating as Warriors are, they seem almost&lt;br /&gt;
harmless when compared to the destructive power of a&lt;br /&gt;
high Stage Alien Queen. Beginning at stage one, the great&lt;br /&gt;
size of a Queen even gives her a special attack, called&lt;br /&gt;
Trampling.&lt;br /&gt;
&lt;br /&gt;
Because of her mass, the Queen can overrun Yaziriansized&lt;br /&gt;
or smaller opponents. Each turn, the Queen can&lt;br /&gt;
move and anyone in her path is rammed and knocked&lt;br /&gt;
aside. Each time that the Queen comes into contact with a&lt;br /&gt;
possible target, the Queen makes an Attack roll and the&lt;br /&gt;
target makes a Reaction Speed check. If the Queen is&lt;br /&gt;
successful and the target fails the Reaction Speed check,&lt;br /&gt;
the target is trampled for 2d10 points of damage times&lt;br /&gt;
the Stage of the Alien Queen, with a minimum multiplier&lt;br /&gt;
of 3. This represents the Queen stepping on or crushing&lt;br /&gt;
the target, as she passes. If the Queen does not move&lt;br /&gt;
during a turn, then she can try to make a Trampling&lt;br /&gt;
attack against every, possible target within 2 meters.&lt;br /&gt;
Trampling attacks are executed during the movement&lt;br /&gt;
phase of a turn. If the Queen’s Attack roll fails or the&lt;br /&gt;
target makes a successful Reaction Speed check, the&lt;br /&gt;
target narrowly avoids being trampled by the Queen.&lt;br /&gt;
&lt;br /&gt;
In addition to Trampling, the Queen has the normal&lt;br /&gt;
attacks of a Warrior Alien, except that it makes two&lt;br /&gt;
attacks per turn (one Grab and a 50/50 chance of either a&lt;br /&gt;
Bite or a Sting).&lt;br /&gt;
&lt;br /&gt;
A Queen’s Grab attack does 1d10 points of damage, times&lt;br /&gt;
the Queen’s Stage, with a minimum multiplier of 3. During&lt;br /&gt;
the following turn, the Queen can either release the target&lt;br /&gt;
and make another Grab at a new victim or Rend the&lt;br /&gt;
target; the Referee makes the choice. If the Queen Rends&lt;br /&gt;
the target, the target takes the maximum amount of&lt;br /&gt;
damage, regardless of armor. This represents the fact that&lt;br /&gt;
the Queen as torn the target, in two. If additional attacks&lt;br /&gt;
are necessary, the Queen can Rend a target once per&lt;br /&gt;
turn, in place of its normal, Grab attack.&lt;br /&gt;
For a Queen’s Bite or Sting, the damage done is 1d10,&lt;br /&gt;
times the Queen’s Stage, plus 1d10. For example, a Stage&lt;br /&gt;
7 Queen does 8-80 points of damage (1d10 x 7 +1d10)&lt;br /&gt;
with a bite or a sting.&lt;br /&gt;
&lt;br /&gt;
If a target is successfully stung by a Queen’s stinger and&lt;br /&gt;
does more than half the target’s stamina in damage, the&lt;br /&gt;
target has been impaled and should be treated as though&lt;br /&gt;
they had been grabbed. On the following turn, the Queen&lt;br /&gt;
may Rend the target, as described above.&lt;br /&gt;
&lt;br /&gt;
===Acid Blood===&lt;br /&gt;
The blood of an Alien is a highly-concentrated, molecular acid&lt;br /&gt;
and it is extremely dangerous. An Alien’s Acid Blood is&lt;br /&gt;
capable of eating through any frontier-made material and can&lt;br /&gt;
devastate facilities, equipment and nearby Characters&lt;br /&gt;
whenever an Alien is wounded or killed.&lt;br /&gt;
&lt;br /&gt;
Anytime an Alien takes damage, some of its blood will spray&lt;br /&gt;
into the surrounding area. Every person or piece of&lt;br /&gt;
equipment within the Spray Range must check for Acid&lt;br /&gt;
Damage, using the following guidelines.&lt;br /&gt;
&lt;br /&gt;
The Spray Range depends on the weapon which damaged the&lt;br /&gt;
Alien. Pistols have an Acid Spray Range of 1 meter, Rifles and&lt;br /&gt;
Shotguns have a Spray Range of 3 meters and Heavy&lt;br /&gt;
Weapons and Explosive Weapons have a Spray Range of 5&lt;br /&gt;
meters. Every target inside the Acid Spray Range must make&lt;br /&gt;
a Reaction Speed check. Failure indicates they have taken&lt;br /&gt;
Acid Damage. If the Character succeeds, he or she has&lt;br /&gt;
reacted fast enough to avoid the spray of Acid Blood.&lt;br /&gt;
&lt;br /&gt;
An Alien hit by a Flame Unit (such as a flame thrower or&lt;br /&gt;
incendiary grenade) or a Beam Weapon does not Spray Acid,&lt;br /&gt;
at all; the Acid is consumed by the fire and the heat from a&lt;br /&gt;
beam weapon instantly cauterizes wounds, so there is no Acid&lt;br /&gt;
Spray.&lt;br /&gt;
&lt;br /&gt;
===Acid Damage===&lt;br /&gt;
When an Acid Spray from a Warrior, Sentry or Queen Alien&lt;br /&gt;
hits a Character or a significant piece of equipment, the&lt;br /&gt;
following rules are used to determine the damage done.&lt;br /&gt;
&lt;br /&gt;
If the Spray is caused by a normal, small-arm weapon&lt;br /&gt;
(pistols, rifles, and so forth) the victim takes 5-50 damage.&lt;br /&gt;
Just roll a 1d10 and multiply the result, by 5. If the Spray is&lt;br /&gt;
from a larger, heavy weapon, including machine guns and all&lt;br /&gt;
Explosive Weapons, the damage is 30-300, rolling 1d10 and&lt;br /&gt;
multiplying by 30.&lt;br /&gt;
&lt;br /&gt;
The Acid Spray from a Facehugger does ¼ the normal&lt;br /&gt;
damage and the maximum Spray Range is 2 meters,&lt;br /&gt;
regardless of the weapon type.&lt;br /&gt;
&lt;br /&gt;
When equipment is hit by an Acid Spray, roll damage&lt;br /&gt;
normally. Use that damage roll as the percentage chance for&lt;br /&gt;
equipment failure. If the roll is greater than the damaged&lt;br /&gt;
rolled, the equipment still functions. If the roll is less than the&lt;br /&gt;
damaged rolled, the equipment has been damaged and is&lt;br /&gt;
unusable.&lt;br /&gt;
&lt;br /&gt;
Inertia screens and skeinsuits reduce Acid Damage by half&lt;br /&gt;
and by 1/4 if both are used, but if the equipment damage roll&lt;br /&gt;
fails, the items are still useless. Combat Armor will also&lt;br /&gt;
reduce Acid Damage by half, but is always worthless&lt;br /&gt;
afterwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;right&amp;quot; style=&amp;quot;width:310px&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:navy; color: white;&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Alien Queen'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:XenomorphQueen.png|300px]]&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot; style=&amp;quot;width:100px&amp;quot;|'''Type'''|| Larbe Xenomorph&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|'''Number'''&lt;br /&gt;
|style=&amp;quot;background: #eeeeee;&amp;quot;| 1 per hive&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|'''Move'''|| Medium (60m/turn)&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|'''IM/RS'''&lt;br /&gt;
|style=&amp;quot;background: #eeeeee;&amp;quot;| +5/50&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|'''Stamina'''|| 100 plus 20 per stage after Two (100-280)&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|'''Attack'''&lt;br /&gt;
|style=&amp;quot;background: #eeeeee;&amp;quot;| 65&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|'''Damage'''|| Special- listed under [[Xenomorphs#Aliens in Combat|Aliens in Combat]]&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|'''Special Attack'''&lt;br /&gt;
|style=&amp;quot;background: #eeeeee;&amp;quot;| Acid Spray, Trample, Paralysis&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|'''Special Defense'''|| Immune to Needlers, Acid blood.&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|'''Native World'''&lt;br /&gt;
|style=&amp;quot;background: #eeeeee;&amp;quot;| Unknown&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:310px&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:navy; color: white;&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Alien Facehugger'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:XenomorphFacehugger.png|300px]]&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot; style=&amp;quot;width:100px&amp;quot;|'''Type'''|| Small Xenomorph&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|'''Number'''&lt;br /&gt;
|style=&amp;quot;background: #eeeeee;&amp;quot;| 1 per egg&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|'''Move'''|| Medium (60m/turn)&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|'''IM/RS'''&lt;br /&gt;
|style=&amp;quot;background: #eeeeee;&amp;quot;| +6/60&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|'''Stamina'''|| 25&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|'''Attack'''&lt;br /&gt;
|style=&amp;quot;background: #eeeeee;&amp;quot;| 65&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|'''Damage'''|| Special- listed under [[Xenomorphs#Aliens in Combat|Aliens in Combat]]&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|'''Special Attack'''&lt;br /&gt;
|style=&amp;quot;background: #eeeeee;&amp;quot;| Acid Spray, Paralysis&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|'''Special Defense'''|| Immune to Needlers, Acid blood.&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|'''Native World'''&lt;br /&gt;
|style=&amp;quot;background: #eeeeee;&amp;quot;| Unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:310px&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:navy; color: white;&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Alien Warrior'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:XenomorphWarrior.png|300px]]&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot; style=&amp;quot;width:100px&amp;quot;|'''Type'''|| Medium Xenomorph&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|'''Number'''&lt;br /&gt;
|style=&amp;quot;background: #eeeeee;&amp;quot;| 20-200 per hive&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|'''Move'''|| Medium (60m/turn)&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|'''IM/RS'''&lt;br /&gt;
|style=&amp;quot;background: #eeeeee;&amp;quot;| +6/55&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|'''Stamina'''|| 70&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|'''Attack'''&lt;br /&gt;
|style=&amp;quot;background: #eeeeee;&amp;quot;| 75&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|'''Damage'''|| 3d10 claw, 2d10 bite, 4d10 tail&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|'''Special Attack'''&lt;br /&gt;
|style=&amp;quot;background: #eeeeee;&amp;quot;| Acid Spray, Paralysis&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|'''Special Defense'''|| Immune to Needlers, Acid blood.&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|'''Native World'''&lt;br /&gt;
|style=&amp;quot;background: #eeeeee;&amp;quot;| Unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; &lt;br /&gt;
 padding: 5px;  margin: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Editor’s Notes: Creature Compatibility'''&lt;br /&gt;
&lt;br /&gt;
It’s interesting to note that when a Facehugger places it’s&lt;br /&gt;
embryos into a host, the race of that host has some effect&lt;br /&gt;
on the eventual appearance of the Chestburster and the&lt;br /&gt;
resulting full-grown alien that it’s destined to become.&lt;br /&gt;
&lt;br /&gt;
'''Human Host''' – This union results in the standard&lt;br /&gt;
Xenomorphs listed within the scope of this article.&lt;br /&gt;
&lt;br /&gt;
'''Dralasite Host''' – Because of their amorphous nature, a&lt;br /&gt;
Dralasite has a base 50% chance that the Facehugger can’t&lt;br /&gt;
figure out how to interface with it and therefore aborts the&lt;br /&gt;
attempt, leaving the Dralasite ill (-15 on all rolls for 20&lt;br /&gt;
hours). A successful incubation will result in an alien able&lt;br /&gt;
to regenerate at a rate of 5 STA per turn (unless reduced&lt;br /&gt;
to zero Stamina).&lt;br /&gt;
&lt;br /&gt;
'''Vrusk Host''' – This will result in an alien with eight legs,&lt;br /&gt;
able to move at 90 m/turn.&lt;br /&gt;
&lt;br /&gt;
'''Yazirian Host''' – The resulting alien will have wing-like&lt;br /&gt;
membranes and will be able to glide, just like the Yazirian.&lt;br /&gt;
It will also be able to battle rage, with a base chance of 5%&lt;br /&gt;
per combat round.&lt;br /&gt;
&lt;br /&gt;
'''Other Hosts''' – An alien bursting from the chest of any&lt;br /&gt;
other creature will retain some features of that base&lt;br /&gt;
creature’s physiology. Details of other races are left up to&lt;br /&gt;
the Referee.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Terl obar</name></author>	</entry>

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