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    PLUG-IN:

    THE JOCKEY RACE

    * COMPILED FROM THE

    ALIEN STATISTICS CHAPTER *The Xenomorphs were created by an ancient race (The Jockey Race) tens of thousands of years ago. They were

    fighting among themselves in a brutal civil war. Their technology was organic in nature and was so powerful, the death toll raninto the millions. For decades, the war never saw twilight. It seemed to go on foreveruntil one side got an idea.

    It was an experiment to create a biomechanical weapon. It would adapt to its environment, be completelyindependentand finallyit would be viscous. This creature would be a living machine with the most grotesque combination ofscience and nature. They created a species bent only of the art of killing. The experiment was placed on a distant world (Alien-Proteus). They designed the species with a hive structure to keep the infestation from running out of control. The ant

    methodology was promoted. The object: To keep the infestation under control by keeping the creatures close to their queen.The experiment was a success. The creatures we know as Xenomorphs were created. The standard infiltrator mission

    was as follows: An egg is deposited in a populace, it impregnates, and an alien bursts out of the host and soon finds more hostswhich it can convert into eggs which will also hunt down hosts to impregnate. The creature will kill anything threatening and

    convert the rest. Soon, the populace is destroyed and the aliens are left alone on the world or spacecraft where the infestation wasreleased. It is assumed the Jockeys that created the Xenomorphs had a procedure to eliminate the new infection.

    The Jockeys were ready to unleash their creation on their enemy. The Proteus planet was still under control. Theexperiment seemed safe. The mother species deposited many life forms to keep their hives intact. These life forms seemed to

    reproduce in large numbers. When needed, a transport would simply set down and pick up a queen, a drone, an army, or just abunch of eggs as the mission profile specified. The weapon proved useful and the war ended quickly.

    The Xenomorphs were designed to adapt to current situations but their basic morphology was not to changeit did.Before the Jockeys could stop their children, they had evolved. One small little change, something seemingly insignificant

    connected to the ant structure but not included in the alien designRoyal Jellythe strange substance used to generate aqueen. When the Jockeys discovered infested worlds where there shouldnt be, they got worried.

    Given the capability to create their own queens, the infestation could not be bottled. It soon broke out of control. TheJockeys found their experiment turning against them. They tried to find a weapon to defeat their own creation but they were

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    already demoralized from a past war. They sent one last ship to pick up evolved egg samples from the Proteus planet tostudyit never came back.

    The Jockey race vanished. After thousands of years, without transportation, the Xenomorphs quickly overran theplanets they were on, then promptly died out. They might be long lived, but after ten thousand years, even their lifespan ran out.

    The eggs fossilized, the bodies disintegrated and the last legacy of the alien species vanished. The ship from the proteus worldcrashed landed on a world far away from their Homeworld.

    "Acoustical beacon that repeats at intervals of twelve seconds" --Dallas

    LV-426 was the world where the lone Jockey ship crashed landed, across the galaxy from their Homeworld. TheJockey onboard was killed when an alien egg he carried broke free and impregnated him. Without a pilot, his ship set down on

    the hostile world. The stasis fields in the cargo bay were damaged and all but one bay of eggs were unsealed. They all soon diedfrom exposure. One bay remained sealed and waited--the last living legacy of a past experiment that failed.

    *END COMPILATION*

    NOTE ON THE JOCKEY RACE PLUG-IN:This Plug-In is not designed to be a self-sufficient plug-in but more like and expansion to the existing basic game.

    Unlike the Alien Resurrection plug in that changes the setting and the Predator Plug-In that offers a totally new setting, theJockey Race Plug-In adds a few new elements to an existing game. These aliens are considered too unique to the setting forcharacter generation. There are rules for such an idea although it is not recommended. These rules are very loose since there isextremely little information available and most that is contradicts. There are no rules to run these aliens in their own timeline and

    setting. All of these rules and descriptions are from a standpoint of running a game in a basic alien game in CL1-6. Informationfrom this race is compiled from the comics, the screenplays, and HR Gigers original concepts.

    The CLs recommended are only for where these possibilities should occur. Incurring them early could lessen gameplay. All are blueprints for possible GM design. Thus, this entire plug-in should be for GMs eyes only.

    LOCATIONS

    ARTIFACT WORLDSACHERON Jockey Ship Wreckage (CL1)The most interesting aspect of this world is

    obviously the strange ship that contains the Alien Eggs. AtCL 2, with the atmosphere processor destroyed, Acheron

    became hostile again. The Jockey Ship remains. This is theonly accessible artifact other than the aliens themselves from

    this enigmatic race. The ship has withstood fierce storms,terraforming, and a major nuclear explosion and stillremains as pristine as when it crashed. The final word isyes, it crashed, some couple thousand years ago. The Ship

    was transporting eggs from the Proteus world when an aliengot loose and impregnated the pilot. The pilot, sure to die,

    soft-landed the craft on the nearest world he could find andsent out a rudimentary warning beacon. The crash, although

    suffering only minor damage on the craft itself, damaged thestasis containers in the cargo bay, exposing the eggs to theharsh outside environment. They are long lived but evenafter millennia, they succumbed to the elements. Onesection remains in stasis and the alien eggs still reside in

    perfect containment. The Pilot soon died and his offspringdied soon after, quickly running out of nourishment. The ship is non-functioning since its pilot died. The reactor is dead. Itoffers viable eggs as well as the ships Bio-Alloy and the unique pilot-ship interface of the Merge (see below).

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    "That transmission. Mother's deciphered part of it, it doesn't look like an SOS." --Ripley

    "What is it then?" --Ash

    "Well, It looks like a warning, I'm gonna go after them." --Ripley

    "What's the point? I mean by the time it takes to get there, they'll know if it's a warning or not, yes? -Ash

    TIRGU-MIRES The Observer

    (CL5)Tirgu-Mires is an old colony world kept off the starmaps

    on request of its inhabitants. The world receives no supply runs

    and exports valuable uranium ore to Hyperdyne. The colony hasrun successfully for four generations without outside contact. Infact, the world would have probably fallen through the pages of

    history, generally ignored, if it wasnt for the discovery there. Ascheduled series of core samples from an area off one of the maincolony towns revealed a strange material when the drill couldntseem to penetrate past several hundred feet. A Jockey Pilot resided

    there, quietly observing. What is the question. It is entirelypossible, that the observer was the last member of his species,recording the extinction of his race. Perhaps he was recording theevents of the civil war. It is also possible, since this world was the

    closest of the Jockeys to Earth, they were watching us. It isunclear what the real answer was, but the pilot eventually died ofold age, still merged in his chair that was is home. The smalloutpost might also have been attacked by xenomorphs as well. It

    seems that a very foreign computer system is present, chroniclingthe history of the Jockey Race. When the colony discovered thistreasure, they didnt have much time to enjoy it. Hyperdyne,finding its worlds vanish one by one, was desperate for answers.

    When the core samples were relayed, the corporation sent a verysinister HK squad to investigate. If they discovered what theyfeared, they were to eliminate all witnesses. When Tirgu-Mireswas charted at CL6 by the CMC, they found the colony destroyed

    and the Jockey base missing.LOCATION: 5 ly from Helix

    PRISM-177 The Generator (CL4)Prism is a small gas planet. Its seven moons are unremarkable. It was surveyed once and considered unimportant. Thelargest of these worlds has a thin atmosphere and 1/3 gravity. The surface does contain one strange property. It is a generatorseemingly designed to magnetically attract particles from deep space and sends them down into a massive capacitor where it isstored. It is closelydescribed as a planet based

    ramjetan old spacecraftconcept where spaceparticles are sent in throughthe front and rocketed out

    the back. This design issimilar. The twin towersprotruding from the surfaceform the cone of the field.

    The field itself is harmless

    and has no harmful effectsto spacecraft or people. It isprobably infested with

    aliens. However, if thecapacitor is harnessed, it

    can be an instant rechargefor any ship there. Theenergy supply there is

    limitless.LOCATION: 10

    ly outside Acheron.

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    CON-888 The Structure (CL3)The Structure on CON-888 appears to be a ruin of a massive complex. It is thought to be a remote outpost of the

    Jockey race from eons ago. The base is virtually empty. It is assumed this base was the last base wiped out by their creation. All

    that remains is the shell. Some fragments of their technology may remains inside. This building is enormous and can even beseen from orbit.

    LOCATION: 15 ly outside Casper / Sinat

    PERI-120 The Landscape (CL4)It is assumed that the Bio-Alloy was developed somewhere. That planet is Peri-120. The Bio-Alloy must have been

    developed here, initially as a virus since it seems to have overrun the small asteroid world. The organic compound gainsnourishment from sunlight and the material contains in the rock. The compound attacks any refined material and pulls it into itsmass. This makes landings very dangerous. The Compound absorbs material at a rate of 1K / hour. The landscape, as a result of

    its organic surface, changes hourly. Horizons rise and fall. Some scapes wave across the surface like an ocean of living mass.The Bio-Alloy here has no intelligence but rumors say this might be wrong.

    LOCATION: 15 ly outside Pandora

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    HORI-001 The MutationIt was a foolish thought to think the xenomorphs that caused the destruction of their species was the initial design.

    HORI-001 was probably once a laboratory, but the entire base was destroyed. Through the walls of the decrepit buildings live a

    hostile species known only as the Mutation (see later). These creatures try to maintain their lives the best they can knowing theycan never leave. The world is gray and cloudy. The Mutations live underground. Wary the traveler that lands there.

    LOCATION: 5 ly off Gimeno

    ISO-567 The Spaceport (CL5)The single most valuable artifact world besides Proteus is this seemingly barren hostile world. Under the cover of

    lightening and wind is perhaps the only current operating spacecraft from the Jockey Race. It is contained in a massive mountain/ pyramid covered by a millennia of sedation. The structure, about half the size of Mount Everest, is almost totally hollow.Within the rock contains the Spacecraft. It is thought the structure was a distant spaceport since the base seems to contain several

    stalls for spacecraft with one occupied. The craft is sealed and almost impossible to learn without a pilot, which is absent.LOCATION: 20 ly off Marduk

    PROTEUSThe Alien Homeworld, undiscovered until CL 4. The Jockey Race terraformed this world to be a complete storehouse

    of the species. The Atmosphere is covered by a highly corrosive shell filled with radioactive particles spewed from modifiedvolcanoes in strategic areas. The surface is somewhat breathable, with a larger amount of Nitrogen than Earth. But the Ozonelayer is filled with these particles, which seem to neutralize nuclear weapons, disrupt condensed energy, and cause havoc to

    virtually all flight systems. As a result, no spacecraft can enter the atmosphere without suffering inoperable damage. No

    weapons have been found to inflict enough damage to the surface to reduce the billions of aliens on planet.It is assumed the Jockey ships were capable of traversing this barrier. The Snakefighters and Nemesis class ships as

    well as the Razzia dropship are also protected from these harmful effects but there are too rare to be of any use. It would take the

    entire CMC fleet days to wipe out the globe. At the end of CL6, they did exactly that.

    EGG SILOSRUMFORDMerely 500 kilometers from the ice

    flows lie a group of featureless pyramids.Each one towers more than twice the size ofthe great pyramid of Giza. The six pyramidsare all within line of sight with each other.

    Rumford is one of many planets with EggSilos deposited by the Jockey Race.Eventually, an archeological team was killedbut one impregnated, managed to escape to

    the colony. The resultant mayhem eventuallyled to the colonys destruction by CL5. AtCL6, the barren world was considered forrepopulation. The Egg Silos remain. They

    are the largest deposits of alien eggs of all.These silos are build underneath the pyramids

    since most silos are not pyramid-shaped.Over 2000 eggs can be found in stasis here.

    BYRONS HOPEThe rumors that an egg silo is contained here is true. It is a small silo, covered by centuries of continental flow. The

    silo is perfectly preserved under the surface and contains 250 eggs. The silo is impossible to spot from space and only a careful

    ground search can locate it.

    SAROS-600 (CL4)A methane and water planet contains an egg silo with a 200 capacity over 2 miles below the surface. The oceans are

    totally devoid of any known life.LOCATION: 20 ly off Panamar.

    INDRA-300 (CL4)This systems is totally devoid of any worthwhile planets. It was hoped when mankind moved further into the cosmos,

    that we would move into this system to take full advantage of rich asteroid deposits contained within. One of the larger erratic

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    rocks holds a small silo. All are dead except for one section still in stasis of 50. The Silo is made up to be more of a spacestation, with corridors, airlocks, and quarters.

    LOCATION: 15 ly from Transept.

    TMA-651 (CL5)TMA-651 is one of the surveyed worlds on the short-list for colonization. It seems a high candidate for terraforming.

    However, the egg silo there might hamper that. An unknown alien craft seems to crash-landed nearby, No crew, no survivors.

    Mutations seem to guard the structure.LOCATION: 10 ly from Chiten.

    TSIEN-343 (CL5)A warzone. Tsien must had been one of the last colonies left standing in the civil war. The entire world was laid waste

    by fighting. When the xenomorphs arrived, they quickly dispatched the entire populace. Somebody must have survived the warto that point since the planet was later totally irradiated by orbital bombardment. However, some ruins still reside and thefragments of an alien-made hive still exist underneath.

    LOCATION: 10 ly from Barabazon

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    THE BIOMECHANOIDSThe technical term for the Jockey Race were the Biomechanoids. They were a synchronizing of man and machine

    which was the natural evolution of their growth rather than a side effect. No one can truly be aware on how alien a non-terran

    intelligence can be. As theorized throughout history, there is virtually nothing distinguishable between them and us. Yes, theymaybe have two arms and two legs with one mouth and two eyes but thats where it ends. Two arms and two legs makes senseas do two eyes. Everything else is foreign. They are tall when standing (12 17 feet tall) with extremely strong arms and legs.They have dead eyes--seeing and not seeing. Very weak in comparison. Their mouths are virtually useless to them as well.

    Their bodies are Sepia colored although most are found jet black, like the technology surrounding them

    Their minds operate on a totally different level, utilizing powers never before even imagined. The technology is sototally integrated into their lives. Although they are themselves organic, they seem to have the capacity to merge with theirdevices. In many ways, all their tools, whether a hammer or a massive spacecraft, became part of their body when they use their--their tools become extensions of their own mind. Surviving Biomechanoids exist but they have gone nomadic across the cosmos.

    They keep to themselves and usually wait to die. Some are actively searching for all remnants of their technology in order toeliminate it. Some want to rebuild their race from the ground up. All have either a morbid fear of a all out dying hatred for thexenomorphs they created. They are also long lived. It is quite possible the ones still roaming through the cosmos actually borewitness to their species own destruction.

    THE CHARACTERSThe rules for making characters can be discerned from the information below. I dont give direct guides since

    designing a Biomechanoid as a PC is very unfair to the rest of the group. Once again, ranges are given.

    "Alien lifeform. Looks like it's been dead a long time. Fossilized...Looks like it's grown out of the chair... Bones are

    bend outward...Like it exploded from the inside..." --Dallas

    "I wonder what happened to the rest of the crew...let's get the hell out of here!" --Lambert

    BASIC PERSONALITY:Shy. Secretive. Values no one and nothing. Very selfish. Isolationist.

    ORIGIN LIFEPATH (Superpower Plug-In):Mentalist AND a Gadgeteer specializing in technology and psionics.

    POWER SOURCE (Superpower Plug-In):Self-Created, Non-Human, Psionic power source.

    CHARACTERISTICS:

    INT: 9-11 WILL: 7-10 PRE: 1-4 TECH: 10-11 REF: 6-9DEX: 5-8 CON: 9-11 STR: 10-15 BODY: 11-16 MOVE: 4-6

    COMPLICATIONS:--PhobiaXenomorphsThey hate them with a passion but also fear them (Severe)--ObsessedDestruction/Resurrection of their race (Severe)--Bad Eyes

    SKILLSAstrogation: 10 Engineer: Biomechanics: 10 Heavy Weapons: 3-6

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    Pilot: Starship: 3-8 Tactics: 2-6 Xenobiology: 7-10Athletics: 1-4 Deduction: 4-6 Hand to Hand: 2-5

    Hand to Hand Evade: 2-5 Melee Weapons: 1-5 Melee Evade: 1-5Navigation: 7-10 Perception: 8-10 Ranged Evade: 1-3

    Survival: 5-7 Tracking: 8-10Zero-Gravity Maneuvering: 8-10

    TALENTS:Acute Sense (Hearing) Ambidexterity Blind Reaction Direction SenseDouble Jointed Eidetic Memory High Pain Threshold LongevityRapid Healing Time Sense

    SUPERPOWERSATTACK POWERS:

    Energy Blast: 8d6 Stun damageTelekinesis: STR=8

    DEFENSIVE POWERSDanger Sense: Any Attack, Skill=15Knockback Resistance: -20m to knockbackLife Support: --Can breathe underwater and in all gases as long as at least 5%

    oxygen and 5% methane is present.--Doesnt need to sleep, eat or extrete.--Immune to zero-pressure / high pressure / radiation--Immune to all known human diseases

    --Immune to all forms of aging.ENHANCED SENSES

    High Range Radio HearingMental Awareness

    Spatial Awareness

    MENTAL POWERSMental Attack: 8d6 -- Same as Energy Blast above.Mental Illusions: 5DC, 4d6 Stun / 1d6 KillMind Control: 5DCMind Link: 1 mind at a timeMind Scan: 7D6DC

    Telepathy: 8D6

    THE TECHNOLOGY

    THE BIO-ALLOYThe Jockey Race developed their technology originally from refined metals like mankind, but found a newer

    developments in an alternative field. The first was plastisteel compound found often in mankind present technologytheadvancement of building materials with resilience and strength, to be flexible and tough at the same time. The next advancementwas the inclusion of memory metalsno matter how much physical damage the compound withstood, it could always return to

    the original shape it was designed for. From there came materials that could modify themselves per the whims of whoever wascontrolling it. After that came pure regenerationto heal the damage dealt to it. Over eons of evolution past our primitive level

    gave birth to the Bio-Alloy. This usually sepia to black colored substance is extremely rigid and resilient and capable ofmaintaining its shape and regenerating from damage taken.

    The disadvantage of the substance is that it requires a minor circulatory system similar to a living organism for the bio-alloy to maintain its organic stability. The aliens cannot seem to convert Jockey race materials. Their hives cant seem to stayattached and they cannot ingest the materials for nourishment or hive construction. Jockey Race Bio-Alloy seems almost totallyimmune to alien acid. Acid is only half effective. All Bio-Alloy is regenerative. Any Bio-Alloy can regenerate 10% of its totaldamage ever day. If the power system is damaged, this cannot occur, however.

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    THE MERGEThe Merge is the pinnacle of the Biomechanoid technology. It allows the members of the race to integrate their minds

    and body with their tools. Even though the variety of their technology is endless, I have included all the most common devices.The GM is free to make up more. These devices include weapons , spacecraft, and the four unique items listed below.

    TRANSPORT SUIT

    The Transport Suit is a fully integrated Environment Suit capable oflimited flight. It fully encompasses the user with a large transparent cover andBio-Alloy armor. It has plug-ins for the energy source for the Light Cannon. Theuser must remove the suit to enter any other merge. The Suit supplies full life

    support and protection for when the Jockey leaves his/her vessel. Like all otherdevises, the suits becomes an extension of the user. Filaments move from the suitinto the nervous system of the Biomechanoid, allowing perfect tactile contact frominside the suit. Other abilities follow:

    PD: 20 EKD: 15 EV: 0FLIGHT: 15m/y NON-COMBAT FLIGHT: 30 m/yBONUSES: 360 Degree Sensing

    +2 STR

    +2 CON

    PILOT CHAIRThe Chair merges with the Biomechanoid and allows him to synch inperfect harmony with the Jockey Carry-All. While merged, the Jockey has totalawareness of everything that occurs onboard the ship. A merged Pilot can remainin the chair for centuries on end. The pilot not only sees all inside and outside thecraft but also can also hear, smell, and touch using the craft. Refer to the ship for

    the statistics for it. Besides piloting the craft, the additional bonuses apply:

    All the powers of the Pilot are available anywhere on board the ship.+3 CON

    +3 Pilot SkillMove = 0Dexterity = 0Spatial Awareness

    SPIDERThe Spider may only have four legs that dont move, but the name still stuck. It is a rarely found vehicle accessed by

    the Biomechanoids to move from place to place on planet. The vehicle has eight spherical pods with dont rotate but do supply

    the source of its motive power. The spheres rise the craft above the ground and allows for all terrain travel. They generate a

    gravity field that allows the craft to move effortlessly through any environment. The Spider can hold only one Biomech at atime, merged with the ship, making the four appendages of the spider replacements for his own. The rear legs are primarily usedfor propulsion, while the front offer the same with the addition of weaponry and articulators.

    The Articulators extend like tentacles from opening in the front and manipulate small objects. They can then vanishfrom whence they came until needed. Each arm can extend up to 20 feet and has a STR of 10 each. The front appendages alsocontain the vehicles secondary armament in the from of two side-mounted, rapid-fire spore cannons. The primary weapon iscontained in the cockpita turret-mounted plasma cannon. This massive energy cannons long range has been known to strike

    ships even in low orbit.NOTE: Where did this pic come fromwell, if you must know, this was HR Gigers theorized schematic of the

    Batmobile from Batman Forever. !

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    PERFORMANCELOADED WEIGHT: 25,255lbs

    MANUEVERABILITY: -1LOCATIONS: STRUCTURE ARMOR

    MAIN BODY: 5 K 3 KLEGS: 2 K 1 KMAX SPEED: 140ACCELERATION: 45VEHICLE HARDPOINTS: 1 Turret, 4 Side weaponsBASIC ARMAMENT: WA RANGE DC ROF SHOTS BR TARGET

    Plasma Cannon (1) +1 56 000 4K 1 n/a 2m AnySpore Cannons (4) +1 4 000 10 (.5k) 15 150 0 GroundBonuses: +3 CON

    Move = 0Dexterity = 0Spatial Awareness

    THE BIOCREATORProbably the scariest creation of the Biomechanoids was the Biocreator. Basically designed originally as a cloning

    machine for the dying race, it eventually evolved into a last ditch effort in reproduction. The Biocreator once was designed to

    merge with Biomechanoids but has since evolved to the point where it could merge with any organism of proportional size,including human, with minor modifications. The Jockey Race is generally hermaphroditic, but not altogether androgynous. Therace requires two for reproduction but the decision on who carries and who inseminates is decided at copulation. The gestationperiod is so long, and successful reproduction so rare among this extremely long lived race, that when they were numbering lessand less, a quick and dirty solution was required. The Biocreator merges with a Biomechanoid and copies his/her DNA into a

    new embryo. The Biomechanoid is converted to a female and carries the embryo in an accelerated state. A new Jockey can beborn in a matter of days. The DNA pattern of the Biomech can be stored in the creator so a new Biomechs can merge and carry

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    the same embryo. This occurred because of genetic degradation in cloning for more than a few generations. However, the futuregenerations couldnt carry the original embryo so new hosts had to be found. The end result, since the species became nomadic,

    was to resort to finding biological hosts to carry the new seed. There are no bonuses for this device except for the end result.Merged humans can be removed, but left to continue on its course will result in death.

    WEAPONSWA RANGE DC ROF SHOTS EV

    Light Cannon -1 2 000 11 20 2 000 -1Light Pistol 0 1 500 9 6 600 0

    LIGHT CANNON:The Light Cannon is a large weapon carried by the Jockey and connects itself to the outside power source of the

    transport suit. It launches ultra-bright energy bursts that vaporize any substance on contact. The Jockey is immune to the flashbut most others arent. Anything with eyes within 20m must make a CON roll and overcome a DV of 15 to avoid being blindedfor 2d6 rounds. While blinded, all DEX and REF skills are reduced by 4. The weapon is only one handed despite its mass. The

    Jockey can hold onto it with its strength.

    LIGHT PISTOL:Like the heavier counterpart, the light pistol does have the capacity to blind an opponent but only for 1Dd6 rounds and

    at a DV 0f 10. The weapon is smaller, but oddly shaped in comparison. It fires from two receptors on a curved plate on the front

    of this stubby weapon. It is one handed but less encumbered than the cannon.

    CARRY ALLThe Carry-All is the massive vessel the Biomechanoids use to transport great distances. It is assumed there were once

    possibly hundreds of different designs the race used in the exploration and conquest of deep space. The carry-all survivedthrough the eons and became the vessel of choice for long distance / long term expeditions. When the race went nomadic at theend of their war, the carry-all became the ship of choice.

    The Carry-All requires a single pilot in the center to operate and most consider any passengers a hindrance. The shipoperates from anti-gravity generators similar to the ones on the Spider ground transport. The primary generators are on eitherside of two large appendages. The port appendage contains the power generators with 5 exhaust nozzles pointing forward for the

    terraforming generator (see later). The starboard appendage contains the ships flight dynamics, primary armament, and sensorarray.

    "I don't know...A cave! A- A cave of some sort, but well, I don't know, but it's like the goddamn tropics in here! --

    Kane

    The central hub contains the cockpit and cargo ring. The Cargo ring is a series of honeycombed compartments ofamazing size that can carry a large assortment of supplies. The cargo varies from people to ships to xenomorph eggs. Stasis

    fields can drop, freezing the cargo in time. Each module can open underneath and drop to planet safely via gravity generators atthe foot of each module. Above is the Jockey cockpit, where the pilot lived for most of his life. It knew everything that occurredon board the ship. The pilot also had access to the ships secondary weapon from that position. Above the pilot was a largecanopy, the only place where the pilot can see the stars with its own eyes. The Canopy is opaque but only from the outside. The

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    turret cannon can fire directly through the canopy without damaging it. The primary weapon is a massive Light cannon that candisrupt many large ships systems and destroy smaller ones.

    The ship is surprisingly small. Most terran ships divert almost 70% of their space to systems. The Carry-All onlyrations about 20% of their space to flight systems. The rest is reserved for cargo and living space. The craft from Port to

    Starboard, is less that 500 meters across. The Cargo hub is 250 meters in diameter.The port appendage serves a

    variety of purposes but it does offer

    some strange abilities. The Carry-All

    has the capability to alter itssurrounding. When landed, it canconvert the terrain around it to match the

    biomechanical landscape of the JockeyHomeworld. Given enough time, theentire planet could be adapted this way.This includes first adapting the topsoil

    and the organic life and then convertingthe atmosphere, thickening andconverting it to a high methane / chorine

    / oxygen buffer, very hazardous to most

    carbon-based life.If terraforming is

    accomplished from orbit, the atmosphereis adapted first, then organic life, and

    then the ground. The ground ishardened and blackened, making it morecompatible with the bio-alloy. Simpleforms and plant life are converted into

    the dark, hard material similar to theplant life on the Jockey Homeworld. Allmajor forms of life die from theatmosphere change. This whole process can take years, taking the size of the planet into account. This process can only be

    accomplished on worlds with already existing atmospheres with oxygen content. The materials already have to be there, they justhave to be re-combined. This process is usually reserved for those Jockeys trying to repopulate their civilization.

    Variant Body WT Arm. MV Move Mach Orbit SR

    Carry All 35 55,000 10 -5 100 2 15 n/a

    SYSTEMS:Communication range: Orbital, FTLCrew: 1 Pilot, Life Support for 2 000 in CargoManeuverability: +10 dodge of guided missiles.Evacuation: 1 SpiderArmament package: 1 Transport suit with Light Cannon and PistolBonuses: Invisible to all radar.

    All ships have a 2 to hit this ship with energy weaponsRange: Orbital: Unlimited

    FTL: UnlimitedFTL Speed: 0.85 ly/day

    Cargo Slots: 10Hardpoints: n/a Weapons are fixed.Basic Armament: WA RANGE DC ROF BR TARGET NOTES

    Turret Cannon +3 70 000 1K 6 10m Air

    Main Gun -1 350 000 7K 1 150m Any Same as Particle Beam

    THE MUTATION / PROTOTYPEThe mutation either is the next stage of the xenomorph organism or a prototype design. Evidence seem to point that is

    neither, a separate purpose organism designed for an ulterior motive. It could be possible that the Biomechanoids have fashioneddifferent organisms for every facet of their lives. It is said that the ships and weapons are all mindless organisms, each designedto serve a different purpose and that the aliens we are aware of are just the different forms of a mindless organic machines, except

    these are bent on destruction. The Mutation, as it was called, is an organism seemingly only found in ruins of the Jockey raceleading evidence that they are sentries or guards for their long dead masters. It seems obvious that these creatures were designedfirst and that the aliens we are aware came after, based on this successful design.

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    It seems apparent that these mutants were never mutations but a totally redesigned organism. They bare manysimilarities to the offensive creatures encountered in the Terran systems but are created from a totally different template. Both

    are very violent to their opponents, both are large, black, armored, and single-minded in their purpose. However, these creaturesnever rebelled against their masters because they were never programmed to be offensive. They are totally designed from a

    defensive standpoint. There is no hive structure, no central brain nor a desire for expansion. It can still grow and heal by theabsorption of outside materials whether organic or inorganic but cannot reproduce by the use of eggs or queens.

    The Prototype is larger, stronger, and more intelligent compared to an alien drone. However, it has no desire to

    reproduce. It is usually kept alone or sometimes paired up to defend a certain installation, craft, or person. Once programmed, itcan only be reprogrammed by someone who can access its biological programming. This biological programming is done whenthe creature is created, usually in a large vat in a lab either on a planet or on a ship. The creature is assembled from scratch and

    implanted with instructions on what to do. It is a very difficult task to reprogram since it entails removing the creatures brainand biologically reprogramming the synapses. This is only capable by a Jockey using its biomechanical technology even thoughit is not impossible for a doctor with a masters in Synthetic engineering to crack it, if he could ever get the creature to stand stilllove enough to have its brain removed. Even then it is no guarantee that the implantation would be successful. The brain is

    located in a large skull-life formation, in the trunk. Its head is a long-formed snake-like neck with an end formed with spear-liketeeth. It has long legs and arms that end in many fingers with long digits.

    The unit is also programmed only to allow a certain number of fellow mutations around it. If the number is greater, thegroup will remove the straggler. If under the limit, they are responsible for making up the difference. These creatures cannot

    necessarily reproduce, but can create, from the ground up, their own mutation be converting biological life and thenreprogramming a brain on a copy of their own. It takes more than 800 lbs. of bio-mass to create a mutation and the process cantake more than 48 hours. There has never been a report of a prototype breaking its programming since there is nothing below it.In a one-on-one fight, an xenomorph is no match for its predecessor but the shear numbers of the aliens sway the odds since

    Mutations are never seen in more than packs of three or four.

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    Their special abilities follow.GROWTH: A prototype has no pre-designed lifespan and can exist as long as there are sufficient supplies to maintain

    its own biomechanical cells.BODY: The skin is immune to all atmospheric effect including zero-G. It does not use air as we know it. It needs air

    to produce sound of course and also maintain temperature.SENSES: The prototype uses motion and pressure senses to locate its enemy. It can also use smell and hearing as

    well, but it has no form of visual senses. It cannot be blinded in any way. It is also immune to radiation, and all Gases. Unlike

    other creatures, these prototypes will not retreat from fire .

    PROTOTYPES DO NOT HAVE ACIDIC BLOODDETECTION: Prototypes are invisible to infrared and therm-optics. They can remain perfectly still and immune to

    motion sensors unless they decide to move. All normal detection systems are normal.PSIONICS (OPTIONAL)

    --Prototypes can talk mentally with their Jockey masters and answer to their call easily.--Prototypes are immune to Mental Illusions and Mind Link.--Mind Control is possible but hard.OTHER ABILITIES: Prototypes are immune to all other psychological problems as well as all known diseases.

    Electricity has only a half effect. They can never be fatigued or stunned. Therefore, the following characteristics are notapplicable: Humanity, Endurance, and Luck.

    Stun Defense is given a very high number.

    All Characteristics not listed are assumed to be One.

    CHARACTERISTICS:

    INT: 8 WILL: 10 REF: 13 TECH: 7 DEX: 15

    CON: 13 STR: 17 BODY: 17 RUN: 24 SWIM / LEAP: 8HITS: 85 (1.7 K) KD: 18(0.2 K) ED: 20 (0.5 K)STUN: 120 SD: 30 REC: 30WEAPONS: Range: WA: DC: SPECIAL

    Teeth 2m +1 9 Can also grapple / armor piercingClaws 1 m +1 6 Can also grapple