Vindictus
Topic Author
Posts: 171
Joined: Sun 12 Apr 2020, 21:50

Colonial Marines Campaign (LV-1201)

Sun 03 May 2020, 12:11

Im hoping to get all of this typed up as a printer friendly PDF eventually but im still in the process of converting all my handdrawn maps and notes over. Its a slow process it could take a while. This is going to be a colonial marines campaign that takes place in the year 2201 (22 years after aliens). The focus of this campaign is events unfolding on LV-1201 but Im also writing up 3-4 modular cinematic scenarios to add some variety. Feel free to use anything here for your own games. And yes there will be aliens and lots of them.

OMG THERES ALIENS IN YOUR ALIEN CAMPAIGN??? I WOULD NEVER PUT ALIENS IN MY ALIEN CAMPAIGN BECAUSE THAT WOULD RUIN THE SUSPENSE OF ALIENS MAYBE APPEARING IN A GAME SESSION IN THE FAR FUTURE. BUT SINCE ILL NEVER ACTUALLY PUT ALIENS IN MY ALIEN CAMPAIGN THEY CAN NEVER BE RUINED AND I CAN KEEP THE SUSPENSE GOING FOREVERRRR. BESIDES THE WORD ALIEN DOESNT REFER TO LITERAL ALIENS IT HAS SEVERAL MEANINGS SUCH AS BEING SYMBOLIC OF THE EVIL MEGACORPORATION THAT RESIDES INSIDE ALL OF US.

Disclaimer: This alien campaign has aliens in it. Apparently the concept of putting aliens in the alien RPG greatly offends some people? (yeah I dont get it either but it doesnt surprise me in todays environment). So be warned ahead of time, if youre one of those people that gets triggered by the inclusion of aliens, im deliberately adding more aliens because of you.

Archangel Station
Archangel Station was built by Lorenz Systech in the early 2100s. Shortly before construction was completed, it was acquired by Seegson as part of their ill-fated ploy to monopolize all deep space habitation. But people simply didnt want to live in space when they could live on planets instead and the entire gambit turned into a financial blackhole for Seegson. In the late 2100s, Seegson was forced to sell Archangel at a huge loss to Weyland Yutani who remain the current owners. However, as a non-negotiable term of the sale, Seegson was granted a 25 year free lease of one of the corporate spires. A last ditch effort for Seegson to recoup some of its losses. That 25 year free lease expires soon.

Archangel, like its destroyed sister station, Sevastopol, also siphons exotic gases from the jovian-type planet it orbits. This requires the station to be in a lower orbit and resistance from the station colliding with gases slows the station down, rapidly decaying its orbit. Once per orbital period, about every 4 days, the station makes a prograde burn at its apoapsis (the highest point of its orbit) which raises the periapsis (the lowest point of the stations orbit) back to a safe altitude. These prograde burns are well known to the station's inhabitants because they happen like clockwork. The exotic gases siphoned by the station are processed and packaged in the industrial sector of the station and then shipped to wherever theyre needed. The sale of these exotic gases provides the station with a steady and reliable source of income to supplement the much greater, but also more volatile, income it earns from providing commercial services.

Archangel Station remains a major stopover point for ships heading to the outer colonies. Its a very large multinational station with multiple corporate enclaves operating out of its three spires. However despite the station's thriving commercial hub, the cost of running Archangel is tremendous, and the station is just barely turning a profit. Some think its only a matter of time before Archangel is decommissioned like many of its sister stations. Others think once Seegson's free lease ends, and the spire can be leased out for profit again, things might start to turn around for the struggling station. But for now Archangel Station is still operating and it maintains a permanent military presence on the edge of the frontier. The players are currently stationed at Archangel as one of its Colonial Marine rapid response teams.

ImageImage

Some other corporations that have enclaves on Archangel: Relovan Pharmaceuticals, GenSys Biotech, Dokosensha Dreamsense, Britannia Stratosphere, ExoCom Universal, TransWorld Galactic, Isotech Industries, Nanodyne Systems, Dynamic Solutions, Razor Engineering, LoGis Astrogation, Rakan Cybernetics, and the Zaibatsus: Chigusa, Arasaka, Hasaku, Taikun, Yasuban

Corporation Subplots
Every time the players come back from a mission one of these minor subplots fires off. This is just to provide some atmosphere on the station. The players can also go shopping and requisition new equipment during the downtime between missions.

Image
Yellow pills make you happy. White pills make you feel no pain. Green pills make you nappy. Blue pills keep you sane. But what do the Red pills do?

Relovan Pharmaceuticals wants their new combat stims tested in the field. When this event is selected, each player is given x1 combat stim and the squad medic gets x3 combat stims. The experimental drug might have some hilarious side effects...

Image
because genetically enhanced everything is just plain better

Weyland-Yutani biotech subsidary that specializes in everything from GMOs to designer pets to invitro babies. all genetically enhanced of course.

Image
theres no dyin with nanodyne

Subsidiary of Weyland Yutani. Part of the Hyperdyne consortium (Aerodyne, Cyberdyne, Nanodyne, Dynadyne, etc...). Nanodyne has a cybermedical contract with the USCMC Department of Veterans Affairs. Any fallen soldier can get cybernetic replacements for free (but they only get the economy model). This covers the players in case they suffer a debilitating injury. Nanodyne operates their own nanosurgery suite on Archangel Station.

Nanodyne also supplies the medical corps with monomolecular scalpels and medical nanites. When this event is selected, the players' field medic receives one of each of those items. Additionally each player recieves an advanced medkit compliments of nanodyne.

Image
our dreams become your nightmares

Dokusensha is a professional dream recording studio. They recently hired a new professional dreamer. His dreamer compatibility numbers were absolutely off the chart. The problem is all his dreams are super messed up beyond belief. Some of the more disturbing dreams were leaked out by the employees (former employees now) and are circulating around the station as the newest meme. Many of the people who have watched the dreams are experiencing sleep disorders ranging from insomnia to recurring nightmares. And some people are even getting waking mental disorders such as hallucinations or delusions. If any of the players watched the dreams let them describe what they were about and give them the appropriate mental trauma.

ImageImage

ImageImageImage

Archangel Modular Scenario #1: Seegson Synthetics

Download Link: Archangel Scenario #1: Seegson Synthetics (PDF)

You can print this PDF as a 5.5" booklet. Open it up in adobe reader and select booklet when printing. Select both sides and do what your printer tells you to print on both sides. Then just fold it together, open it back up, and staple it down the middle along the crease with the sharp part of the staple facing the inside of the booklet.

ImageImage

Archangel Modular Scenario #2: Crashed Colony Ship
The crashed colony ship is another modular scenario im working on. The colony ship is bombarded by debris ejected from the trail of a uncharted comet. The ship's engineering section sustains heavy damage. The damaged displacement drive is at 10% output and the jumpdrive and main reactor are crippled beyond repair. Life support is failing. The crew reroutes power from the auxiliary reactor to the displacement drive and with difficulty they manage to steer the ship towards a potentially habitable planet. The crew then diverts all remaining power to the cryopods but it wont sustain them for long. After debating what to do next, the crew finally decides to depart the colony ship using the shuttle to scout out the planet for potential habitability and a landing site. They leave the ship's android on board as custodian for the colonists. Several hours pass and when its apparent the crew isnt coming back, the ship's android and MU/TH/ER try to land the ship as best they can, but the heavy rear section of the ship disintegrates on impact leaving only the front one-third of the ship intact. The players start out as colonists and wake up from cryosleep after the crash. They find all of the other colonists dead (the players are the only survivors). Theyre left alone to fend for themselves on a hostile planet. And the ship's crew might still be out there somewhere. Part II of this scenario turns into a rescue/salvage operation with the players' colonial marine squad being at the forefront.

Image

This scenario is the comedic version of Pitch Black. It replaces genuinely terrifying bioraptors with goofy exploding kites.

Scenario #2, Act I
The GM needs to create some colonists as well as the ship's android for this scenario . The players start out playing as colonists that wake up out of cryosleep to find their colony ship has crashlanded on LV-XXX. A good way to do this is have one colonist wake up and explore the colony bays to find the other players still asleep in their cryopods spread across the different colony bays. Have that player bring the other players out of cryosleep. As the players come out of cryosleep they should experience the usual sickness of waking up from cryosleep. They are the only survivors.

Cryosickness
The characters suffer Cryosickness for one shift after they revive from Cryosleep. Cryosickness gives the players -1 to all rolls for one shift. Anti-nausea medication removes this penalty.

The colony ship was ripped apart during the crash however the front one third of the of the ship is still intact. Parts of the ship are still running on emergency battery power. The auxiliary reactor's containment vessel is breached and is expelling radioactive coolant and steam throughout the lower decks. Most of the colonists are dead, theres bodies everywhere both inside and outside of the cryopods, and theres broken glass and debris all over. If the players search the colony bays they find a working water fountain, 1 days worth of emergency rations, and some basic equipment (they find a maintenance jack, x1 medkit, a flashlight, some anti-nausea pills (enough for everyone) which removes cryosickness, etc...)

Once the players get assembled theyll probably want to leave the colony bays and make their way towards the bridge. The doors out of the colony bays are sealed shut and MU/TH/ER will refuse the players access saying the doors were sealed shut by the crew. If the players request to speak to a member of the crew MU/TH/ER will reply that no member of the crew is available. The players can force open the colony bay doors with a -2 heavy machinery check or they can look around and discover that Colony Bay 2A has a breached bulkhead they can crawl through to get into the crew quarters. MU/TH/ER will periodically remind the players that the crew module is a restricted area and the players should return to the colony bays.

Scenario #2, Act II

The ship's radiation alarm goes off and MU/TH/ER alerts the crew that there is a reactor leak and the radiation levels are quickly approaching lethal. The auxiliary reactor's containment vessel is breached and leaking out radioactive coolant and steam. The ship is quickly being irradiated from the lower decks up. Players dont have much time to grab as many supplies in the ship before they suffer lethal doses of radiation. The players should only be given enough time to visit about half the rooms on the ship before the radiation levels get lethal and they have to leave the ship. The reactor's temperature is also steadily climbing and soon the nuclear fuel will melt through the bottom of the containment vessel which will trigger a massive explosion and destroy the ship. So the players need to get clear of the area before the ship explodes.

Mid Level - Mild Radiation (suffer 1 radiation for every 2 turns spent here)

Bridge: The bridge requires a keycard to access.The ship's android can be found on the bridge. It was disabled in the crash but can be repaired with a successful heavy machinery check to cannibalize spare parts followed by a successful comtech check to repair and restart the android.

Comms: The ship's comms are operational. The ship's passive distress beacon has automatically activated. But the players can send an active distress message (which the colonial marines will eventually receive)

Mu/th/er: In order to access MU/TH/ER the android must be reactivated. The Android has access to MU/TH/ER and can get MU/TH/ER to open the hatches to the upper and lower decks.

Crew Quarters:

Officer Quarters: there is a keycard in the officers quarters that will access the bridge and security.

Showers/Lockers:

Mess Hall: there is a cutting knife and 3 days worth of food and water for each player in the mess hall.

Med Lab: in the med lab the players can find medkits x2, surgical kit x1, naproleve x1

Security: Security requires a keycard to access. There are a x2 pistols and x1 shotgun in the security room. along with x2 reloads for each gun.

Upper Level - Mild Radiation (suffer 1 radiation for every 2 turns spent here)

The ladder hatches to the upper and lower levels are sealed shut Only MU/TH/ER can release them.

Observatory:

Seed Bank: 1 days worth of food and water for everyone can be found here along with several hand tools that can be used as blunt instruments

Embryo Storage: some scientific equipment can be found here.

Lower Level - High Radiation (suffer 1 radiation for every 1 turn spent here)

The ladder hatches to the upper and lower levels are sealed shut Only MU/TH/ER can release them.

Shuttle Bay: The shuttle bay is empty and the doors are stuck shut from the crash. They cannot be opened. The external airlock is also blocked off from the crash.

Cargo Area: Various items can be found here. 1 days worth of food and water, survival gear, and random tools (a bolt gun with 4 reloads)

Life Support:

Auxiliary Reactor:

If the players found the keycard they can access the bridge. Or they can force open the door to the bridge with a -2 heavy machinery check.

The ladder hatches to the upper and lower levels are locked but can be forced open with a -2 heavy machinery check. A successful heavy machinery check removes the service panel and engages the manual handle to pump the hydraulics for the hatches open.

Scenario #2, Act III

Scenario #2, Act IV

Scenario #2, Act V

Kites
Image
Has super baby finally met his match?

Kites are insectoid creatures with glassy obsidian black carapaces. They have four eyes, crushing mandibles, kite-shaped razor wings, and six leglike appendages that resemble knives. Their abdomens are filled with a highly flammable lighter-than-air gas and they explode violently when killed. Its possible to set off chain reactions where multiple kites explode. The gas produced by Kites is a crucial stabilizing compound for a revolutionary new FTL fuel Weyland Yutani is experimenting with.

Kites have 4 health. Armor 3. And they explode when they die (blast 9). Theyre speed 1 but they also get a free sprint move at the end of each turn. And yeah they can fly if that wasnt obvious. They swarm in large numbers and especially love to fly in close formation with eachother so they chain explode.

Kite Signature Attacks
1 - Do a Barrel Roll: kite does a barrel roll. until the kite's next turn, characters making ranged attacks against the kite suffer -4 to their rolls. characters that make ranged attacks against it also suffer +1 stress from sheer frustration.
2 - Break Wind: kite flies around the target farting out an orangey-pink flammable gas. this gas cloud envelopes the target and everyone within short range. blast 6 if gas cloud is detonated. gas cloud dissipates at the start of the kite's next turn. All characters inside the flammable gas cloud also have to roll for panic (because theyre inside a flammable gas cloud!).
3 - Stabby Appendages: kite lands on target, knocks them prone and they drop their handheld items, then jabs them repeatedly with its stabby appendages. Roll 8 dice, 2 damage.
4 - Insectile Projectile: kite divebombs into the target, grapples onto them, and explodes. Flaming bug parts fly everywhere. Blast 9. grappled target also suffers fire 8.
5 - Flyby Slashening: kite flies by the target at high speed and slashes them into bloody ribbons with its razor wings. Roll 9 dice, 2 damage, armor piercing.
6 - Mandibular Decapimitation: roll 8 dice, 1 damage. if you do any damage kite decapitates the target with its mandibles. They suffer critical hit #awesome and their head launches into the air and, if possible, boops another character within short range. That character takes 1 boop damage, suffers +1 stress, and rolls for panic. The player that got decapitated then gets to describe their character's last facial expression.

Archangel Modular Scenario #3: Corporate Takeover/UPP Border Dispute
This is the last of the modular scenarios im planning and will revolve around Weyland Yutani's hostile takeover of a smaller corporation and the border colony it owns and operates. In retaliation for the hostile takeover, the smaller corporation and the colonists join forces in open rebellion and even go so far as to request assistance from the UPP who are more than happy to take advantage of the situation by sending UPP commandos to guarantee the colony's independence. The players' squad is sent in with the new colony administrator and an ambassador to try and defuse the situation. In the midst of all this there will be a Xenomorph infestation spreading amongst war refugees and the Colonial Marines and UPP Commandos will begrudgingly have to put aside their differences and join forces to combat the alien menace.

This scenario might also get changed to tie in with destroyer of worlds.

Image

Archangel Final Scenario: The Bio-Arms Race
This will be the final scenario based out of Archangel Station before the players are transferred to LV-1201. This scenario will explore the bio-arms race between Bionational and Weyland Yutani. It will also expose the players to Xenomorphs if they havent encountered them before.

Lasalle Bionational operates a secret lab on New Encelades. New Encelades is an icy moon with a highly reflective surface and an average temperature of -160C. It orbits a jovian-type gas giant. The gas giant's magnetosphere collides with the icy surface of the moon resulting in radiolysis of the surface ice into its constituent elements of hydrogen and oxygen. The lighter hydrogen floats off into space while the heavier oxygen settles out on the moon's surface. However, despite having a primarily oxygen atmosphere, the atmosphere is still unbreathable due to the excessively cold temperatures. Prolonged exposure to radiation from the gas giant's magnetosphere is also lethal and makes long-term habitation near the surface impossible.

Bionationals Super Happy Fun Lab™ is located 10KM under the ice just above the moon's subsurface ocean. The lab is accessed by a 10km long elevator shaft (and they make you listen to elevator music the whole way down). There are two elevators: one for personnel, and one for cargo. The personnel elevator goes 20kph and takes a half hour to reach the colony. The cargo elevator goes half that speed and takes twice as long. The thick ice shell provides insulation as well as protection from the surface radiation. The subsurface ocean provides limitless deuterium which is converted to tritium in fission breeder reactors. The deuterium and tritium provide all the fusion fuel the lab needs. Bionational operates several submarines out of this base for exploring the subsurface oceans.

Image

Archangel Modular Encounter: The Debriefing
This modular encounter occurs immediately upon the players return to base from a mission after encountering Xenomorphs for the first time. Its necessary for both Weyland Yutani and the Colonial Marines to keep information about the Xenomorphs compartmentalized and classified at the highest level. During their debriefing, the players are ruthlessly interrogated by a high ranking officer theyve never met before (probably a major or colonel). This is as much a psychological test of loyalty as it is to extract any information about Xenomorphs the players have. After the debriefing, the players are kept in a locked room for a long while, after which a Weyland Yutani company agent enters the room and gives the players a full briefing on Xenomorphs. Unfortunately for colonial marines, receiving this briefing tends to shorten their lifespans considerably as theyre far more likely to get assigned to duty stations in Xenomorph hotzones such as LV-1201. Which is exactly where the players end up.

<<< TOP SECRET. DO NOT COPY. EXCLUSIVELY EYES ONLY. This report contains privileged information that is the property of the Weyland-Yutani Corporation. Top secret clearance and above only. Any employee or contractor without top secret clearance found in possession of this report is subject to immediate termination and legal prosecution. If you are viewing this report without the proper authorization immediately discontinue and contact corporate security. >>>

Image

The lifecycle of a Xenomorph is entirely dependent on someone being stupid enough to stick their face in an egg that just opened up.

Xenomorphs can transform into more advanced stages by consuming enough biomass (higher stages require more biomass) to molt or metamorphosize into their new form. This process typically takes anywhere from 18-24 hours for lower stages and can take hundreds or perhaps even thousands of years for higher stages.

For a facehugger to become a royal facehugger or for a praetorian or palatine to become a queen it must consume royal jelly. All stage IV or higher Xenomorphs can produce small quantities of royal jelly with Queens producing significantly higher amounts. Royal jelly can be consumed by humans and acts as a highly addictive X-drug with the following effects: super strength, enhanced reflexes, feel no pain, increased hostility and rage, psychotic break, and mental instability.

Depending on what host organism is impregnating by a facehugger determines whether you get a scout or a drone. Typically scouts are born from quadripedal mammals. While drones are born from bipedal mammals. A larger variant of the facehugger exists called a royal facehugger that can implant two embryonic xenomorphs, a queenburster and a chestburster, in two different hosts before dying.

Xenomorphs have a highly corrosive molecular acid for blood. This molecular acid carries electrical currents much like a battery and its believed this is where Xenomorphs get their metabolic energy from. This could also explain why Xenomorphs are often attracted to large machines such as atmospheric processors.

Xenomorphs also possess an elongated head filled with dense neurons encased in a crystalline structure which is theorized to work like an antenna. This "psychic receiver" is how Xenomorphs are able to communicate telepathically with the hive mind.

New subcastes
Spitter
Lurker


[Boss Fight] Deathspitter (Spitter) - Aberrant Xenomorph
Speed 1, Health 5/5, Armor 8, Acid 8
Mobility 8, Observation 8


Deathspitter’s attacks do acid damage and follow all the normal rules for acid. The strength of the acid is equal to the damage rolled by the attack (including any damage modifiers). Acid damage from multiple sources stacks but the entire stack gets halved every turn. Deathstalkers acid attacks also destroy armor and cover by reducing their armor values, as you would expect from acid.

Free Move: Deathspitter makes a free move before or after it takes its slow action.

Expert Climber: Deathspitter gets +2 to mobility checks involving jumping and climbing. Its a much better climber and jumper than other Xenomorphs.

Advanced Physics Calcumalations: Deathspitter does advanced physics calcumalations in its head. Its ranged attacks never suffer range penalties. Deathspitter can also spend a fast action or forfeit its free move to gain a +2 aim bonus on its next ranged attack.

Acid Bomb: Deathspitter has more acid and higher internal pressure than typical Xenomorphs. When deathspitter takes damage all enemies within short range suffer acid damage instead of engaged range.

Multistage Xenomorph: Excess damage done to stage 1’s health pool is wasted and does not spill over to stage 2’s health pool, etc...When the final stage reaches 0 health the xenomorph dies.

Stage 1 - 5 health
Deathspitter will engage the players as they approach one of the hive's acid reclamation pools (falling in the acid reclamation pool means certain death). Surrounding the reclamation pool should be several plateaus of varying height and ample cover. Assume its medium cover and provides +4 armor. Deathstalker will try to attack from an elevated plateau and from cover whenever possible but will leave its position if it needs to in order to get into range for its attack. If Deathspitter is not in cover and still hasnt used its free move it will use its free move to get behind cover.

Stage 2 - 5 health (triggers on stage 1 reaching 0 health)
Deathspitter gains +2 on its signature attack rolls.

Signature Attacks:
1 - Acid Splurge: Deathspitter splurges one enemy in medium range for 10d6, 1 damage, acid. Target automatically panics.
2 - Vitriolic Rain: Spitter sprays all enemies in short range for 10d6, 1 damage, acid. All characters hit by this gain +1 stress.
3 - Reposition: Spitter repositions itself behind cover and goes into overwatch. It gains +4 armor from cover vs ranged attacks until the end of the round. It can make a signature attack #1 as an overwatch attack.
4 - Mark Target: Spitter marks its target and puffs up its venom sacs in sadistic anticipation. Marked target suffers +1 stress and the spitter's next successful ranged attack against the marked target does +1 acid damage.
5 - Corrosion Explosion: Medium Range, Blast 6, Acid. The blast damage is acid damage. The initial target and all targets within engaged range of the initial target suffer blast 6 (acid) and an additional +1 acid damage. All targets within short range of the initial target suffer blast 6 (acid).
6 - Caustic Barrage: Spitter spews a glob of acid at one enemy within medium range for 12d6, 2 damage, acid. Players hit by this suffer permanent scarring and/or disfigurement.
7 - Dissolve from Within: Spitter uses its inner jaws or tail to punch a hole through the target then pukes acid in the open wound. Target takes 12d6, 2 damage, armor piercing, acid. If the attack does 1 or more damage to the target they suffer two random critical injuries.
8 - Facemelter: Spitter regurgitates acid in the face of an enemy at engaged range. 10d6, 1 damage, acid. If the target suffers damage their face is melted off and they die horrifically while screaming. Anyone who hears this immediately panics.

[Boss Fight] Nightstalker (Lurker) - Aberrant Xenomorph
speed 2, health 5/5, armor 10, acid 8
Mobility 10, Observation 8

Nightstalker is a rare drone subcaste known as a Lurker. it is an expert at stealth, hit and run attacks, and psychological terror. This aberrant xenomorph specimen took out an entire marine squad by itself.

Nightstalker's Lair: Nightstalker's lair is pitch black and permeated with a thick fog that fills the cave and severely limits visibility. players cannot see beyond short range even with a light source. the walls of the lair are completely covered in resin and there are numerous alcoves for Nightstalker to hide in.

Dark: -2 to observation and ranged attack rolls

Heavy Fog: LoS is limited to short range. No medium or extreme range.

Image

Ambush: Nightstalker will remain completely motionless and wait for the perfect moment to strike. When the players reach Ambush Point A or B (whichever they go to first), Nightstalker will perform an observation check to determine the weakest enemy. If successful, Nightstalker will immediately ambush the character with the least health first. If not successful, it will ambush a random character instead.

Silent assassin: when Nightstalker is ambushing the target gets -2 on observation checks

Hit and Run: Nightstalker gets a free sprint move at the end of each round.

Multistage Xenomorph: Excess damage done to stage 1’s health pool is wasted and does not spill over to stage 2’s health pool, etc...When the final stage reaches 0 health the xenomorph dies.

Feign Death The first time Nightstalker dies it instead goes to 1 health and pretends to be dead. If it takes 1 damage while faking its death it will die for real. If the players do a medical aid check on Nightstalker while its faking its death they can tell its still alive but Nightstalker will immediately get back up with 1 health and attack them. Otherwise it will wait for the players to leave the current room, reset to 5 health, and attempt to ambush the players at Ambush Point C. If the players reach Ambush Point C before Nightstalker does then Nightstalker will all-out attack the players instead.

Stage 1 - 5 health
Nightstalker will attack its initial ambush target until its dead. After which it will either attack the player with the lowest health or attack a player at random (depending on if it made its pre-ambush observation roll). After it attacks it will attempt to use it’s free sprint move to retreat out of line of sight and hide at the end of each round.

Stage 2 - 5 health (stage 2 triggers on stage 1 dropping to 0 health)
When Stage 2 triggers, Nightstalker will retreat to either Ambush Point A or B (whichever ambush point it hasnt used yet) and attempt to ambush the players again.
Gains +2 on its signature attack rolls. Nightstalker gets slower from its injuries and loses its hit and run ability.

Signature attacks:
1 - fear is the mind killer: Nightstalker run through the fog and dashes between the players, all they see is a dark blur and its tail whipping around. All attacks made against Nightstalker suffer -2 to hit until the end of the round. everyone within medium range gains +1 stress.
2 - they mostly come out at night, mostly: the players see moving shadows and quick glimpses of a xenomorph running around them. everyone in medium range suffers +1 stress and makes a stamina check. if they fail they suffer the peed your pants condition. peed your pants = -2 on empathy checks for one shift or until you change your pants because no one takes you seriously anymore.
3 - stalk from shadows: Nightstalker will leap one zone out of the shadows and pounce on its target (12d6, 1 damage, prone, drop items). target automatically panics.
4 - drag into darkness: Nightstalker grabs its target. target can do an opposed roll to break free. otherwise target takes 12d6, 1 damage, and target gets dragged into the darkness by deathstalker. everyone within medium range who sees the target get dragged automatically panics.
5 - penumbral pounce
6 - It came from behind: target rolls observation with a -2 penalty. if they fail Nightstalker sneaks up behind them and all out attacks (12d6, 2 damage, armor piercing). If they succeed Nightstalker performs signature attack #1 instead.
7 - tenebrous tailstrike: barbed tail strikes from the shadows, hits a target within medium range. roll 12d6, 1 damage, if it does any damage the target is paralyzed. roll stamina the number of successes is the number of rounds the target stays conscious for.
8- headbite:

LV-1201
The location of LV-1201 was extrapolated as the final destination of the crashed engineer ship on LV-426. LV-1201 is a rocky desert planet with sparse jungles in its equatorial regions. Its primordial oceans are saturated with toxic salts but also contain the basic building blocks of protolife. However fresh water can be found in lakes and rivers across the planet. LV-1201 was in the process of being terraformed by the engineers before the planet became infested by Xenomorphs. As such, the atmosphere is breathable for short periods of time without a respirator mask. LV-1201 experiences frequent storm events including hurricanes. Which is the main reason the canyon site was selected for the Pods to provide natural protection from violent storms.

Weyland Yutani lost multiple colonies on LV-1201 to Xenomorphs prior to contructing the pods in 2185. Except for the cable lifts, the pods are entirely inaccessible from the ground. The supercables are electrified with high voltage to prevent Xenomorphs from climbing down them. The combination of high voltage, an 80 foot drop, and sentry guns on the roof kills 99% of Xenomorphs. Disposal crews routinely have to clean dead Xenomorphs off the roof of the pods.

LV-1201 is an inactive Predator hunting ground. Archaeological evidence suggests predators hunted on LV-1201 as long as 500 years ago. The Yuatja found and activated an ancient engineer artifact that repels Xenomorphs and used that to set up a safe staging area to hunt Xenomorphs. For reasons which remain a mystery, the artifact was disabled (or possibly destroyed) at some point, which led to predators no longer coming to the planet to hunt. However the arrival of humans as potential hosts and the subsequent reactivation of inert Xenomorph hives has given predators a newfound interest in LV-1201. Xenomorphs are not the only notable prey on LV-1201 there are a variety of aggressive mammals which many Yuatja consider to be more dangerous than humans, although Xenomorphs are still regarded as the ultimate prey.

Forward Observation Pods
The pods are suspended by electrified super-cables attached to massive trusses that run across the top of the canyon. There are six pods connected by a network of skybridges. Each pod has a hanger at the top that can accommodate a single UD4 dropship and a cable elevator at the bottom that can lift M577 APCs off the ground.

The central elevator (red square) goes from deck 3 to deck 10. There is ladder access (small red squares) from deck 1 to deck 10.The cargo elevators (magenta squares) go from decks 1-3 and decks 10-12. The pods are built around a hollow central core (the magenta octagon) which the ventilation and utilities run through and also has ladder access for all decks with a hollow core. Additionally the central core houses a mechanical oscillation damper to help stabilize the pods in strong winds.

Red Doors = High Security (red doors can only be opened with a red-level keycard AND a retina or fingerprint scan)
Orange Doors = Special Access (every orange door requires its own unique key to open OR a retina or fingerprint scan can also suffice)
Green Doors = General Access (green doors can be opened with any valid keycard)

All keycards issued are either red-level or green-level and can have any number of orange keys coded on them.

Image

Primary Operations Complex
The Primary Operations Complex is the main point of access to the outside world on LV-1201. The POC is a fortified shake-and-bake colony built to supply the pods as well as several observation posts. The POC is crucial for non-visual flight during inclement weather (and weather is almost always inclement on LV-1201) since it houses the control tower, main transmitter, landing beacons, and wind sheer radar. Since freighters cant land in the canyon they have to land at the POC's commercial freighter landing pad and then supplies are shipped by transit system through the tunnel to the pods. The POC is connected to the pods by a mile long transit system that runs through the canyon wall to where the pods are located. The POC also maintains supply lines to Observation Posts 1-4 via supply trucks. Although recently Observation Posts 1-3 have been evacuated due to Observation Post 4 being overrun.

Image
POC Landing Pad and Orbital Traffic Control

Observation Post 4 (Overrun)
Observation Post 4 is a small outpost built for ecological study of LV1201s native species. While exploring the jungle the scientists discovered a crashed engineer ship and immediately began to excavate the newly dubbed Omicron site. Deeper inside the caves surrounding the crashed ship the scientists found an empty chamber full of large eggs. The dormant hive immediately woke up and four scientists got facehugged. For some reason the scientists were unable to send a distress call and none of their vehicles started. 48 hours later, four juvenile drones attacked Observation Post 4 and dragged the remaining scientists back to the hive. And the predator watched...

Image

Xenomorph Hive Clusters
There are three Xenomorph hive clusters on LV-1201. The Zeta hive cluster is the largest and its queen is a stage IX empress. The Omicron hive cluster is the smallest of the hive clusters and its queen is a stage VI juvenile queen. The last hive cluster is the Omega hive cluster which has a stage VII queen.

Image

Predator Scenarios

LV-1201 Predator Scenario #1:
Takes place at the end of Act 1
This will be a flashback scenario where the players play as Predators that have recently arrived on LV-1201. The predators have different agendas. There are three youngblood predators seeking to become blooded by killing Xenomorph scouts/drones/warriors. Additionally theres an elite predator thats serving as the witness for the blooding ritual who also wants to prove himself worthy by defeating a praetorian, charger, or queen. The predators' first goal is to revive the dormant Omicron hive on LV-1201 with human sacrifices.The Omicron hive is the smallest of the three hives so its the logical choice for the youngbloods' proving ground. This scenario will explain what happened to the previous colonial marine squad that was stationed on LV-1201 as well as exactly what happened to observation post #4.

The four predators are from the jungle hunter clan. the three youngbloods all have different fighting specializations. one is a melee specialist, one is a ranged specialist, and one is a tech predator that relies on advanced technology. The elite predator is skilled at everything and is the only one that has earned a plasmacaster. The youngbloods are using more primitive weapons like wristblades, spearguns, netguns, flechette launchers, etc...

LV-1201 Predator Scenario #2:
Takes place at the end of Act 2
Another predator scenario. The predators attack the Primary Operations Complex and take down its power grid. The Empress of the Zeta hive, who up until this point has been continuously probing the defenses of the Primary Operations Complex, now unleashes the full force of the hive on the unsuspecting humans.

LV-1201 Campaign, Arc 1:

Arc 1, Act I: Arrival on LV-1201
The players receive orders to report to POD3 to replace the previous marine squad that went MIA and if possible to determine their fate. One month later their ship arrives at LV-1201 and lands at the Primary Operations Complex. They are asked to escort a supply truck to the pods in their APC. Both vehicles enter the transit line to the Pods. While unloading in the cargo bay, the players have a brief encounter with Weyland Yutani's PMCs, who try to start a fight with the players (the PMCs had problems getting along with the previous marine squad that went missing). The PMCs should be established early on as being hostile rivals towards the PCs.

(ignore this if the players have already encountered a Xenomorph) Shortly after the players get settled in their barracks, a chestburster escapes from a secure lab in POD3 (a scientist failed to follow the proper containment protocols). POD3 enters lockdown but the players are not told why. All the doors are sealed shut and flashing red lights and alarm klaxons start going off. If the players hack the lockdown protocols and leave their barracks they have an encounter with the chestburster. The chestburster will attempt to flee and will only attack if cornered. However before the chestburster can escape it gets killed by PMCs who strongly advise the players to forget what they saw and return to their barracks under threat of being detained.

Shortly after the players get settled in they get their first assignment. The players' CO has a twisted sense of humor and sticks them on janitorial duty. They have to go up on the roof and help clear off Xenomorph corpses and provide cover for the disposal crews. The real purpose of this is to help familiarize the players with the layout of the pods since they will have to visit multiple levels of the Pods to complete this assignment.

Arc 1, Act II: Observation Post 4
Observation Post 4 has gone dark and the players are sent to investigate. Their objective is to drive to the outpost (it takes about two hours to get there) and provide any assistance the scientists might require. Observation Post 4 was attacked by Xenomorphs but theyve already dragged the scientists back to the hive. When the players get there they find no survivors. All they find is a dead body with its sternum ripped open from the inside in the Med Lab and a dead facehugger in the Science Lab. If the players attempt to access the mainframe from the command center they get a read error. If the players enter the data core they find that someone has removed the mainframe's harddrives. Once the players are outside the Observation Post, the player with the highest observation makes a roll. On a success they see what looks like a laser pointer and three red dots. Regardless of whether they succeed or fail they get the feeling theyre being watched. Several moments later the players hear what sounds like a plasma rifle firing several times and their APC explodes in a flaming wreck (if their APC is in the garage its destroyed along with a section of the garage). The predator has just alerted the Xenomorphs in the area and cut off the players from escaping.

Arc 1, Act III: Dude wheres my APC
Four drones immediately come racing towards the sound of the explosion. The players will hear the drones screech as they dash past the perimeter of the observation post. They will see large jet black humanoid shapes race past the exterior windows with long barbed tails whipping around. The aliens will enter the observation post anyway they can. The drones are in capture for the hive mode and will first attempt to knock prone or grapple enemies so they can use their tails to paralyze them (they will not use headbites).

The elite predator is cloaked and watching observantly from the trees using a vision mode that lets him see inside the observation post. He will not interfere in the fight. He wants to guage the players' squad and see how effective humans have become at fighting Xenomorphs. And if they get dragged off as hosts well thats fine too. But if they defeat the Xenomorphs it makes them worthy prey.

Arc 1, Act IV
The players' squad is stranded at Observation Post 4. Their APC is destroyed. Their comms arn't working. The observation post's antenna and dish are fried. Its a 3 day walk out of the jungle (~50 miles). And the predator is stalking them...

Arc 1, Act V

LV-1201 Campaign, Arc 2:

Arc 2, Act I:
The players take part in a major offensive operation to pacify the Omicron Hive Cluster and conduct a large mass specimen extraction of its queen. The hive is partially mapped out using PUPs and ground penetrating radar. Combat Synthetics are sent in to distract the hive on the surface while the marines and PMCs are sent into the tunnels to sweep different sections of the Hive while converging on a central room located directly underneath the engineer ship that's believed to be the royal chamber. The players encounter several drones/runners and a praetorian.

[Boss Fight] Xenosaurus Rex (Praetorian) - Aberrant Xenomorph
Speed 1, health 6/6, armor 12, acid 8
Mobility 5, observation 8

Free Move: Praetorian can make a free run move either before or after it takes its slow action.

Counterattack: Once per round, after the Praetorian is attacked in melee, as a reaction, It can make an immediate signature attack #3.

Take the hit: Once per round, after the praetorian is hit by a ranged attack, a drone within short range can suffer the attack instead.

Multistage Xenomorph: Excess damage done to stage 1’s health pool is wasted and does not spill over to stage 2’s health pool, etc...When the final stage reaches 0 health the xenomorph dies.

Stage 1 - 6 health
  • summons 2 drones at start of combat. These drones do not act until the following round.

Stage 2 - 6 health (stage 2 triggers on stage 1 dropping to 0 health)
  • Summons 2 drones upon stage 2 triggering. These drones do not act until the following round.
  • Praetorian gains +2 on its signature attack rolls.
  • Death Throes: when Praetorian dies it can make one final move and attack using signature attack #3

Signature attacks:
1 - Sweep the Leg Johnny: Praetorian uses its massive tail to sweep the legs of all enemies within short range. All characters must make a mobility check at -2 or theyre knocked prone, drop their handheld items, and automatically suffer critical injury. #14 sprained ankle
2 - Drone Strike: the praetorian chooses a drone within short range and eviscerates it to death spraying acid everywhere, acid splashes on every enemy within short range. 12d6, 1 damage, acid. If there is no drone within short range then reroll this attack.
3 - All Out Attack: 12d6, 2 damage, armor piercing
4 - Power Slam: 12d6, 2 damage, target gets slammed backwards one zone, gets knocked down, and drops any handheld items.
5 - Neck chomp:
6 - Sit on You:
7 - Tail Impale:
8 - Headbite:

Arc 2, Act II: Large Specimen Extraction
The players' squad (and at least one other squad) enter the queen's chamber. They are swarmed by drones/warriors. There are dozens of eggs scattered around the chamber. If any eggs are destroyed the soldiers will immediately stop attacking and back off a good distance (they will still attack individually in response to being attacked though). Facehuggers will randomly hatch from the eggs closest to the players and attack (the queen has no control over the facehuggers they arnt part of the hive mind). Attacking the queen herself or destroying too many of the eggs/facehuggers will piss off the queen and she will seperate from her ovipositer and attack the players along with any surviving soldiers. Taking the queen to 0 health will allow the Weyland Yutani containment team to capture her. She's transported to a secure containment facility located at the Primary Operations Complex.

[Boss Fight] Adolescent Queen
Speed 2, health 0/8/8, armor 14, acid 8
Mobility 8, observation 12

Queen’s prerogative: at the end of each round the queen can select any stage 3 or higher Xenomorph other than itself and have it immediately perform 1 slow action.

For the Queen:

Egg Chamber: 1 egg hatches at the beginning of each round. a facehugger emerges and attacks the players. The Queen has no control over facehuggers.

Multistage Xenomorph: Excess damage done to stage 1’s health pool is wasted and does not spill over to stage 2’s health pool, etc...When the final stage reaches 0 health the xenomorph dies.

Stage 1 ovipositor - 0 health
Summons 2 soldiers at the start of combat.
Queen is Immobile
Queen and soldiers will not attack until stage 2 triggers

Stage 2 separated - 8 health (stage 2 triggers if queen is attacked or 3+ facehuggers are killed)
Queen Gains +1 on signature attack rolls

Stage 3 enraged - 8 health (stage 3 triggers on stage 2 reaching 0 health)
Stage 3 triggers on stage 2 health reaching 0
Queen summons 2 more soldiers
Queen is enraged. gains +2 on signature attack rolls

Signature attacks:
1 - Lay an egg
2 - egg toss
3 - NotTtt mah babbbyyy
4 - My baby is a monster but I still love him
5 - hush little facehugger don’t you cry
6 - neck chomp
7 - sit on you
8 - tail impale
9 - heAdbite

Arc 2, Act III:
Behavorial control experiments begin on the queen. She's forced to watch as her eggs/facehuggers are incinerated (the eggs were cryogenically frozen and transported to the POC). Human subjects are then placed in rooms with drones. The queen quickly learns if the drones attack the humans than more of her eggs will be destroyed. The drones become passive. This experiment is repeated in adjacent rooms outside of her visual range and in remote locations at varying distances. They are testing the range of her telepathic link to the hive mind.

The Scientists also start injecting the Xenomorphs with different drugs to test their effects. But Xenomorph physiology is so alien that most of the drugs have little or no effect. Royal Jelly is also one of the substances theyre experimenting on, including testing it on humans. When the substance is ingested by humans they become stronger, faster, more aggressive, and prone to episodes of psychotic rage.

Espers
Espers are exceedingly rare but its conceivable that one of the players is an Esper. Espers are psychically sensitive to the Xenomorph hive mind. It causes them immense discomfort in a way that cant be described to someone who isnt an Esper. If one of the players is suspected of being an Esper they will be evaluated by a psychologist that specializes in ESP.

Arc 2, Act IV: The Maze
Construction begins on an artificial hive for the captured queen.

Experiments continue on the Xenomorphs. The newest experiment is to put the Xenomorphs into a maze with each door presenting them with a different option. For example one door might lead to an unarmed colonist while another door leads to an armed guard. The Xenomorphs seem to prioritize attacking perceived threats over acquiring new biomass.

Arc 2, Act V: The Artificial Hive
The artificial hive is completed. The queen is inserted into the artificial hive.

The artificial hive is essentially a giant antfarm thats isolated from the rest of the primary operations complex by several feet of steel and concrete on all sides. Theres observation ports made out of thick plexiglass which the scientists can use observe the hive. The artificial hive is also rigged with napalm bombs as a safeguard.

The queen cant actually be tamed. shes just biding her time and trying to preserve as much of her hive as she can. but the military officers and scientists running the experiment are still convinced Xenomorphs can be trained as weapons.

LV-1201 Campaign, Arc 3:

[Boss Fight] Xenoceratops (Charger) - Aberrant Xenomorph
Speed 1, health 6/6/6, armor 14, acid 8
Mobility 4, observation 5

Counter Charge: Once per round, after the Charger is attacked, it can make an immediate signature attack #4 against the enemy that attacked it.

Hardened Crest: Charger gains +4 armor against frontal attacks (always faces the last enemy it attacked)

Whiplash: Charger can spend its fast action to make an whiplash attack with its tail against a target in short range. 10D6, 1 damage, target is knocked prone and drops any handheld items.

Multistage Xenomorph: Excess damage done to stage 1’s health pool is wasted and does not spill over to stage 2’s health pool, etc...When the final stage reaches 0 health the xenomorph dies.

Stage 1 - 6 health
  • Charger will prioritize attacking whichever enemy has done the most damage to it, otherwise it will attack a random enemy. The charger will also try to save its fast action to make a whiplash attack whenever it doesnt need to spend its fast action for movement.

Stage 2 - 6 health (stage 2 triggers on stage 1 dropping to 0 health)
  • Charger gains +1 on its signature attack rolls.

Stage 3 - 6 health (stage 3 triggers on stage 2 dropping to 0 health)
  • Charger gains +2 on its signature attack rolls.

Signature attacks:
1 - Seeing Red: Charger lowers its head and prepares to charge. Its next attack is signature attack #4 and its next attack gains +1 damage.
2 - Bulldozer: Charger pushes its target one zone (and anyone behind them) with its hardened crest. It tries to pin them against a wall. (or through the wall if the wall is fragile enough)
3 - Trample: Charger moves one zone and tramples over all enemies in a straight line, fracturing/breaking their arms and legs and hobbling them.
4 - Go Go Xenoceratops!: Charger blitzes its target. It moves one zone and slams the target with its armored crest shattering their rib cage and/or spine. They go flying like a broken ragdoll.
5 - Neck chomp:
6 - Sit on You:
7 - Tail Impale:
8 - Headbite:


Arc 3, Act I
Arc 3 is when all hell breaks loose...

Arc 3, Act II

Arc 3, Act III

Arc 3, Act IV

Arc 3, Act V

Character Arcs

I like to weave character side arcs into the Archangel portion of the campaign (when the casualty rates are still low). Usually I plan out at least one character side arc per character for each campaign. Each character side arc focuses on developing one particular character. Theres a couple ways you can do this. You can have the player pulled out of the squad and assigned to a special mission, you can do a flashback, you can have the squad assigned to a mission that has personal history for the character, you can have a character show up who has past baggage with a character, etc... But the point of the character side arcs is to let players expand on the background of their characters and develop their characters in ways that might not be possible in the main campaign.


XP Rewards

I recommend awarding the players with 5XP per session just for playing and an additional 5XP each time the players complete a milestone such as finishing a scenario/campaign arc/character arc/defeating a boss, etc...

Other Random Stuff

Xenopiercer
I was thinking about doing a train scenario at one point. A Xenomorph bursts out of one of the passengers. And the Trainmuther? gets orders to stop the train in the middle of nowhere until Weyland Yutani can arrive (could take several days) to contain the Xenomorph (after which they plan to derail the train and make it look like an accident). The train is traveling across a mars-like planet with no atmosphere so the passengers are 100% trapped on the train. It's a huge double decker train with a ventilation crawlspace between the wheels for the life support system to pump oxygen into each of the cars.

This scenario concept is so terrible its actually good lmao. I might still do it...

Image

UPP Space Station/Stealth Destroyer
Maps for a UPP Deep Space Listening Post as well as a UPP Stealth Destroyer with an experimental nevidimyy-chelovek displacement drive which has a nearly undetectable drive signature. I had plans for a space combat scenario inspired by the Hunt for Red October with the crew of the UPP ship trying to defect. Might still write it up at some point but its low on the priority list. Space combat is kindve meh in this game.

ImageImage

Event Horizon/Pandorum/Black Hole

Another planned scenario that never really materialized...

Uses a map of the intact version of the colony ship from my crashed colony ship scenario. Originally it was for a scenario based off movies like event horizon/pandorum/black hole (yeah the weird disney movie thats awesome right up until the end where they obviously had no plan for an ending and just turned it into an LSD trip).

Ship gets lost. Crew goes insane. Rescue operation fails. People get eviscerated. Some weird cosmic phenomenon looming in the background. That kindve scenario.

Image
Last edited by Vindictus on Tue 23 Feb 2021, 21:07, edited 515 times in total.
 
Vindictus
Topic Author
Posts: 171
Joined: Sun 12 Apr 2020, 21:50

Re: Campaign Setting: Forward Observation Pods

Sat 09 May 2020, 00:56

Squad Building

A colonial marine strike team is typically comprised of 12 marines and 1 synthetic. Its divided into a combat team and a support element. The combat team consists of 9 marines subdivided into two fireteams of four (example fireteams: rifleman/grenadier/smartgunner/medic and rifleman/grenadier/smartgunner/comtech) led by a squad leader (sergeant) and the support element consists of the commanding officer (LT 1st class), synthetic adjunct as XO (LT 2nd class or Warrant Officer), and the 2 pilots. A marine strike team is also assigned 1 APC, 1 Exosuit, and 1 Dropship.

While the players have an entire strike team at their disposal, to keep the game manageable the players' "active" squad should consist of no more than 8-9 marines at a time. Players can play multiple characters or simply allow the GM to play some of them as NPCs. Any inactive squad members should remain on standby at POD3 (usually the two pilots and three others will be on standby). Having access to a pool of 13 characters allows the players to suffer some casualties.

New Classes

Character creation is exactly the same as the rulebook except as follows: Marines get 8 skill points to distribute instead of 10. Marines also get 1 skill point in ranged combat and 1 skill point in close combat for free (the max starting limit of 1 for non-key skills and 3 for key skills still applies). This represents the basic combat training that all marines receive. Each class will have two options. Usually the only difference is the starting equipment but sometimes the starting skills/talents might be different too. Its also upto the GM to decide what roles to enforce as far as what classes can use what equipment. As a general rule of thumb each character gets 6 starting items: 1 large weapon, 1 small weapon (i.e. pistol or knife), 1 armor, and 3 other items chosen from their class list. A character also always has the option of choosing a pulse rifle, a service pistol or combat knife, or M3 armor even if its not listed on their class list.

Squad Leader/Commanding Officer
Rank: Sergeant/Lieutenant
Key Attribute: Empathy
Key Skills: Command, Manipulation, Ranged Combat
Talents: Field Commander, Influence, Pull Rank
Starting Gear (Squad Leader): Pulse Rifle MK2+Shotgun, Service Pistol or Combat Knife, M3 Armor, Motion Tracker, Marking Flares, x1 Medkit
Starting Gear (Commanding Officer): M39 Submachine Gun, Service Pistol or Combat Knife, M3 Armor, P-DAT, Marking Flares, Holotab, Motion Tracker

Field Medic/Naval Intelligence (Spook)
Rank: Corporal/Lieutenant
Key Attribute: Empathy
Key Skills: Manipulation, Mobility, Medical Aid (Field Medic Only), Observation (Spook Only)
Talents: Calming Presence, Compassion, Field Medic (Field Medic Only), Psychic Intuition (Spook Only)
Starting Gear (Field Medic): Pulse Rifle, Service Pistol or Combat Knife, M3 Armor, Naproleve x1, X-Drugs (Combat Stims) x2, Medical Kit x2, Surgical Kit x1
Starting Gear (Spook): Scoped Rifle with Silencer/Flash Suppressor (in a briefcase), Hypodermic Needle with Undetectable Poison or good old fashioned .22 Pistol with Silencer, ESPER X-Drugs, Briefcase for Interrogation, Briefcase full of Disguises, Briefcase with all the secrets, Briefcase with fake secrets, Briefcase for Dream Reading, Exploding Briefcase, Sleeping Gas Briefcase, Briefcase inside a Briefcase, Just an Ordinary Briefcase (OR IS IT?).

New Spook/Dreamer Talents:
Reach Out With Your Feelings - Your observation skill checks can use empathy instead of wits.
Psychic Intuition - You gain +2 on opposed observation and manipulation rolls. Optionally the GM can also have certain things set off a pyschic trigger in your head like spider sense.
Psychic Sensitivity -
Dream Construct-
Dream Reading-
Professional Dreamer-

Synthetic Adjunct/Combat Synthetic
Must be an Android
Rank: Lieutenant
Key Attribute: Wits
Key Skills: Comtech, Observation, Piloting
Talents: Analysis, Breakthrough, Inquisitive
Starting Gear (Synthetic Adjunct): Combat Knife (do the thing with the knife), Electronic Tools, System Diagnostic Device, Remote Piloting Terminal, Cutting Torch or Maintenance Jack
Starting Gear (Combat Synthetic): Smartgun or Minigun, Service Pistol or Combat Knife, M3 Armor, Electronic Tools or System Diagnostic Device, Combat Reprogramming (-1 to any two non-combat skills and +1 to ranged combat and +1 to close combat)

*see new synthetic rules below

Combat Technician/Demolitions Expert
Rank: Corporal
Key Attribute: Wits
Key Skills: Comtech, Observation, Heavy Machinery
Talents: Cunning, Like The Back of Your Hand, ???
Starting Gear (Comtech): Pulse Rifle, Service Pistol or Combat Knife, M3 Armor, Electronic Tools or Cutting Torch or, Motion Tracker, x2 Sentry Guns
Starting Gear (Demolitions Expert): Grenade Launcher or Rocket Launcher, Service Pistol or Combat Knife, M3 Armor, x2 M20 Claymore Mines, x3 Frag Grenades or x3 Rockets, Electronic Tools

Heavy Weapons/Containment Specialist
Rank: Private
Key Attribute: Strength
Key Skills: Heavy machinery, Stamina, Ranged combat
Talents: Machinegunner, Overkill, Weapon Specialist
Starting Gear (Heavy Weapons): Smartgun or M90 Minigun, Service Pistol or Combat Knife, M3 Armor
Starting Gear (Containment Specialist): Taser Web Rifle or Scoped Rifle with Tranquilizer Rounds or Chemsprayer/Flamethrower, Stun Baton, APE Suit, x2 Electroshock or x2 Nerve Agent or x2 Incendiary Grenades, Motion Tracker, Animal Control Pole/Shackles/Cage/etc...

Rifleman/Grenadier
Rank: Private
Key Attribute: Strength
Key Skills: Close combat, Ranged combat, Survival
Talents: Banter, Overkill, Past the Limit
Starting Gear (Rifleman): Pulse Rifle MK2+Shotgun, Service Pistol or Combat Knife, M4X Armor, Motion Tracker, x1 Medkit
Starting Gear (Grenadier): M221 Shotgun+Grenade Launcher or Pulse Rifle MK1+Grenade Launcher, Service Pistol or Combat Knife, M3 Armor, Motion Tracker, x1 Medkit, x3 Frag Grenades

Pathfinder/Forward Observer
Rank: Private/Corporal
Key Attribute: Agility
Key Skills: Ranged Combat, Mobility, Survival
Talents: Beneath Notice, Dodge, Nimble
Starting Gear (Pathfinder): Heavy Pulse Rifle or Scoped Rifle, Service Pistol or Combat Knife, M3 Armor, Binoculars, Camouflage (+2 mobility on opposed observation checks while stationary and in terrain corresponding to the camo type: jungle, snow, desert, etc...), Motion Tracker, Climbing Gear (+2 mobility when climbing)
Starting Gear (Forward Observer): Pulse Rifle, Service Pistol or Combat Knife, M3 Armor, Binoculars, Camouflage (+2 mobility on opposed observation checks while stationary and in terrain corresponding to the camo type: jungle, snow, desert, etc...), Marking Flares, Tactical Airstrike Link (designates targets for cheyenne dropship airstrike)

Dropship Pilot/Exosuit Operator
Rank: Corporal or Private
Key Attribute: Agility
Key Skills: Piloting, Mobility, Comtech
Talents: Full Throttle, Like the Back of Your Hand, Reckless
Starting Gear (Dropship Pilot): Pulse Rifle, Service Pistol or Combat Knife, M3 Armor, Remote Piloting Terminal, Combat Stims x2
Starting Gear (Exosuit Operator): Combat Exosuit (requires piloting 1, comtech 1, and heavy machinery 1 to use)

New Armor

M4X Advanced Body Armor
An experimental upgrade to the standard M3 Pattern Armor. Designed specifically for fighting Xenomorphs. But weaker at stopping ballistic and energy weapons.
Armor: 8
Acid Resistance (armor is doubled vs acid. armor rating loss from acid is halved, rounded up)
Ballistic Vulnerability (armor is halved vs ballistic and energy weapons and one-quartered if those weapons have armor piercing)

UPP Power Armor (UPP only)
Designed for ship to ship breaching operations.
Armor 6
Air Supply 3
Integrated AK4074 Assault Rifle* (but no grenade launcher) in right arm (sorry the space commies dont make a lefty version)
Integrated Cutting Torch*
Integrated Electronic Tools
Magnetic Boots
Hydrogen Fuelcell Backpack (lasts for one shift and sometimes explodes, but only sometimes. good luck comrade.)
Bonuses/Penalties: Strength +1, Agility -1, Observation -1 (power assisted but clunky as hell)

*Integrated weapons cannot be dropped. However, if an effect would make you drop a weapon, your integrated weapons suffer a -2 penalty until the end of the round instead. even though you dont drop the integrated weapon it's aim is still thrown off.

Combat Exosuit
Requires Piloting 1, Comtech 1, Heavy Machinery 1 to use
Identical to P-5000 Powered Work Loader except as follows:
Does not give +3 to heavy machinery or +3 to close combat (the forklift arms are removed)
Has Armor 8
Acid Resistance (armor is doubled vs acid. armor rating loss from acid is halved, rounded up)
Mostly immune to Facehuggers, Radiation, and Fire (within reason, youre not going to be immune to an atmospheric processor melting down and exploding).
Has four integrated weapon systems*: a smartgun (2 reloads), a flamethrower (2 reloads), a grenade launcher (6 grenades in a rotary chamber), and a phased plasma rifle (infinite power supply).
Has an automatic reloader (does not have to spend an action to reload but still uses up a reload when you roll a 1 on a stress die)
Costs a slow or fast action to attack with a ranged weapon. You can use both actions to attack with two different ranged weapons. You can only push one of these attacks (unless you have a talent that lets you push twice in which case you can push both attacks once or push one attack twice).
Note: Only 1 of these is issued to a Strike Team.

*Integrated weapons cannot be dropped. However, if an effect would make you drop a weapon, your integrated weapons suffer a -2 penalty until the end of the round instead.

New Equipment

Combat Stims
$100 per dose. Authorized for Experimental Military Use. Illegal for civilians.
Produced by Relovan Pharmaceuticals. Combat Stims are a mildly addictive injectable X-Drug cocktail consisting of a stimulant, painkiller, adrenaline shot, and vitamin booster. They give +1 to all strength and agility checks for one shift (~8 hours). Immediately after the stims wear off, make a successful stamina check (you cant push this roll) or suffer stim withdrawal (+1 stress and -1 to all strength and agility checks for one shift or until you inject more combat stims). If you roll a 1 on a stress die during this stamina roll you suffer combat stim addiction (but it doesnt trigger panic). Combat Stim overdose can also have side effects ranging from mild (tremors) to severe (myocardial infarction).

The stamina check roll gets an additional -1 penalty for each previous stim youve injected within a 48 hour period.

XenoZip
Priceless. Illegal.
Xenomorph Royal Jelly processed for human consumption. Extremely addictive. When ingested, gives +2 to all strength and agility checks for one shift (~8 hours). Whenever you suffer a panic result of 10-15 while under the effects of XenoZip the panic result is automatically replaced with Berserk instead. When Xenozip wears off make a successful stamina check (you cant push this roll) or suffer XenoZip withdrawal (+1 stress and -2 strength and -2 agility for one shift or until you ingest more XenoZip). Regardless of whether you succeed or fail on the stamina roll you automatically suffer XenoZip addiction (rolling 1s on the stamina roll doesnt trigger panic though). XenoZip overdose can cause permanent psychosis or death.

The stamina check roll gets an additional -2 penalty for each previous time youve ingested XenoZip within a 48 hour period.

Monomolecular Scalpel
$200. Tiny Item.
Requires Medical Aid 2 to use. Adds an additional +1 bonus when using a Surgical Kit to prevent death. Can be used as a knife in close combat without any skill in Medical Aid. If your medical aid is at least 2 you can use your medical aid skill instead of your close combat skill when using this as a knife. Preferred weapon of doctors moonlighting as serial killers everywhere.

Advanced Medkit
$150. 1/4 weight.
One use. Works exactly like a standard medkit except it has a +3 medical aid bonus and it heals 1 damage and removes 1 stress in addition to any other effects. Also contains a saline IV that allows the user to spend a success to remove the dehydrated condition.

Medical Nanites
Priceless.
One use. Make a +2 medical aid check. If successful, you can instantly heal one critical injury that has a listed healing time of 1d6 days or less. For a critical injury with a listed healing time greater than 1d6 days you can reduce the listed healing time by 1d6 days. Each additional success reduces the healing time by 1 additional day (down to a minimum of 1 day). For example, it takes 2d6 days to heal a critical injury, and you rolled 2 successes, it now only takes 1d6-1 days to heal, but cannot be less than 1 day.

Cybernetic Limbs
Characters can only acquire cybernetic limbs if they suffer a critical injury that severs a body part. The military provides cybernetic limb replacement free of charge.

Cybernetic Arm - +1 to close combat checks.
Cybernetic Leg - +1 to mobility checks.

Pushing Rolls with Cybernetics.
Cybernetic limbs, for the same reason as Synthetics, cannot push rolls.

If you only have one cybernetic arm or leg you can still push rolls, but the reroll suffers -2 dice. This is because you still have one natural body part that allows you to push rolls.

If you have two cybernetic arms or legs you can no longer push rolls for skills associated with those parts.

New Weapons

Eva Pistol
The Eva Pistol no longer uses ammo and instead uses power supply. This is to help differentiate it from the M4A4 service pistol.

Image

Note: Weapons with the reliable/unreliable traits generally cancel out with their weapon bonuses. So the reliable/unreliable traits really only affect ammo usage and panic chance. The pulse rifle MK2 has a smaller magazine than most other assault rifles hence it has the unreliable trait to make it more prone to running out of ammo. Conversely the UPP weapons are mechanically loose and less prone to ammo jamming so they have the reliable trait to reflect that.

New Rules

Predator Rules
https://fictionsuitdocs.s3.eu-west-2.am ... ators2.pdf
https://drive.google.com/file/d/1dpgwqV ... YHTcG/view

Optional Xenomorph Rules

Image

Xenomorphs now perform attacks based on their current behavior. There are five basic behaviors:

Defend the Hive -> Xenomorph is actively defending the hive. It will attempt to surprise, knock down (#2 or #3), or grab victims (#4) so it can then headbite (#6) them to kill them as quickly as possible and move onto the next threat. Warriors and Sentries can also all-out-attack instead of attempting headbites.

Defend the Queen -> Sub-behavior of Defend the Hive. Xenomorphs defending the queen can opt to use signature attacks that sacrifice themselves to protect the Queen. Only applies to Xenomorphs that have such an attack.

Capture for the Hive -> Xenomorph is actively seeking hosts to expand the hive. It will attempt to surprise, knock down (#2 or #3), or grab victims (#4) so it can paralyze them with a tail attack (#5) then immediately drag them back to the hive where they will be promptly cocooned and a facehugger will be along to service them shortly.

First Encounter -> The very first time a Xenomorph encounters a new lifeform it will use hypnotizing gaze/assessing the threat (#1). This is because of its inherent curiousity and because it wants to test the psychology of a newly encountered prey. In the following round it will resume its standard behavior. It will also use hypnotizing gaze/assessing (#1) the threat on a victim thats already impregnated with a chestburster and then it will leave them alone.

Acquire Biomass -> Xenomorph is actively seeking to increase its own biomass or increase the biomass of other xenos in its hive. It will attempt to surprise, knockdown (#2 or #3), or grab victims (#4) so it can headbite (#6) then consume their corpses or bring them back to the hive for others to consume. Warriors and Sentries can also all-out-attack instead of attempting headbites

Air Support

Tactical Airstrike Link: Requires a cheyenne dropship on support duty. Adds a +2 bonus to ranged combat rolls against the laser designated target. laser designating a target is a slow action. it takes one full round for the missiles to reach their target. Can also call in the cheyenne dropship to provide close air support with its 25mm cannon and rockets. The cheyenne dropship can attack once with each weapon and after the cheyenne dropship attacks once with each of its three weapons no more air support is available for the rest of the scenario

Supply Drops: Supply Drops can predropped at the start of the mission, have a prearranged drop time, or be called in by a Commlink. Once the supply dropship is in the area a marking flare can be used to signal more precisely where to drop the supplies. One supply drop per scenario. A typical supply drop contains 2 days of food and water rations, 4 ammo cans (16 ammo), 3 frag grenades, 1 naproleve, and 2 medkits. The GM can feel free to add extra items to the supply drop as needed.

Reinforcements: Reinforcements can be parachuted in the same manner as supplies (and can even be parachuted in with the supplies). Once per mission the squad can be reinforced by soldiers that were on reserve. However you still need at least 1 of your pilots to fly the dropship. So if you have 2 pilots and 3 other soldiers on reserve, 1 of the pilots flies the dropship, and the other 4 can parachute in. Max "active" squad size is still 8 though so reinforcements should never bring your squad size above 8.

The same dropship that drops supplies or reinforcements can also provide air support. But a dropship can only be called once per mission.

Rules for Repairing Armor
Its now possible to use a workshop and heavy machinery skill check to repair armor thats been damaged by acid. But each time the armor is repaired its max armor value is decreased by 1 (this is cumulative).

Simplified Medkit Rules
Medkit. One use. As a slow action you can use up a medkit to make a +2 medical aid roll (+0 if youre using it on yourself). You can spend successes on the following effects: heal 1 damage (can be chosen multiple times), remove paralysis effects from venom, or stabilize the target if they have a lethal critical injury. Also the target no longer has to be broken to use a medkit on them because that rule makes absolutely no sense.

These rules drastically simplify medkit usage. Medkits were unnecessarily complicated before. Why did you have to look at 3 different chapters to see everything medkits do? Yeah im not doing that.

"But cant medkits be abused in combat now?"
Perhaps. Just dont let your players buy an abusive number of medkits. would you let them buy an abusive amount of naproleve? because naproleve is a busted item thats only $20 each and players can easily buy dozens of them and completely circumvent the stress mechanic of the game. Medkits are no different. Dont let your players buy enough that they become abusive.

New Autofire Rules
Autofire felt very underwhelming before because it was really only useful in situations where there was more than one target to shoot at. And that situation doesn't come up often enough.

Autofire now just lets you make two completely separate ranged attacks instead of spreading the damage between two targets. Autofire still costs 1 stress. If you run out of ammo on the first attack you still get to make the second attack, and then you run out of ammo after the second attack.

This change makes autofire deadlier against single targets. Because it stands to reason if you could fire once at two different targets you should also be able to fire twice at one target.

New Ammo Rules
Ammo is now a consumable like Power. You no longer need to keep track of different ammo types. Whenever you roll a 1 on a stress die during a ranged combat attack the weapon runs out of ammo. You must use a slow action and subtract -1 ammo supply to reload the weapon before it can be fired again. If you have 0 ammo supply you cannot reload weapons. Note: this only applies to guns that use ammo and not special weapons like grenades which still need to be tracked seperately.

Because marines rely on many different types of weapons that use ammo I feel its prudent to simplify the ammo rules. It also allows ammo to be tracked as a group consumable for purposes of ammo cans. Each ammo can counts as 1 item and holds upto 4 ammo. Any player can take upto 4 ammo out of an ammo can as a fast action.

1-4 ammo supply counts as 1 item
5-8 ammo supply count as 2 items
etc...

I also think water can either be removed as a consumable type or Food/Water can be combined into one consumable type for purposes of this campaign. It can be assumed that the marines have ample access to fresh water anywhere on LV-1201.

Optional Panic Rules
RNG panic drives me absolutely crazy. Your panic result should not be random it should be based on your stress level and your empathy (your ability to cope with stress). Players should be able to control their stress levels better and know exactly when theyre going to start having mental breakdowns. People dont just randomly go catatonic, the stress builds gradually until they reach some non-random breaking point which is determined by that person's ability to cope with stress (in this case empathy). This is my attempt at making the panic rules less miserable in this game.

1) Panic Results 12-14 no longer cause other players to automatically panic. Instead other players get +1 stress. This helps stop the problem of players panicking multiple times in a turn and setting off a panic cascade that turns the whole party catatonic.

2) When you roll a 1 on a stress die you no longer roll randomly for panic. Instead use your current stress+7 and subtract your empathy to see what your panic result is. The GM can then shift the panic result up or down by 1 if they want in order to increase or decrease the severity of the panic. This allows characters with higher empathy to mitigate stress better and makes empathy less useless.

3) Desensitized. After players have been exposed multiple times to panic triggers they become desensitized to them and it no longer causes them to panic. Like a chestburster for the Nth time. Theyre horrifying the first few times but watch enough of them burst out and eventually they just become cute. Its upto the GM to determine how many times a player has to be exposed to something before it no longer causes them to panic (I think three times is a good number).

1-3 times = panic and possible +1 stress
4+ times = no panic but possibly still gain +1 stress
seen it happen a million times = it doesnt affect you at all anymore, it doesnt even stress you out a little. youre dead on the inside

New Synthetic Rules

Ammo
When synthetics make a ranged Combat roll they always replace one of their black die with a yellow stress die. On a result of 1 on the stress die the synthetic’s ranged weapon runs out of ammo. But they do not panic. This makes it so there’s no longer infinite ammo for synthetics.

Repairs
When synthetics repair themselves it now requires them to use 1 spare part. Spare parts can be bought for 5000 monies each or 1 spare part can be salvaged from another synthetic with a successful heavy machinery roll. Repairs are free in between missions provided the synthetic has access to the proper base facilities. This makes it so there no longer infinite free repairs for synthetics.

Alternative XP costs for Talents/Skills

This makes it harder for your player's to min/max their characters by accumulating all the best talents.

Instead of talents always costing 10xp the first talent bought costs 10xp and each additional talent costs 5xp more cumulatively (10, 15, 20, 25, etc...)

You can do the same thing for skills and make it cost 5xp to increase a skill to 1, 10xp to increase a skill to 2, and 15xp to increase a skill to 3, etc...

Battalion Command

Salary
Marines get a base salary per week as follows:

Enlisted Ranks:
Private ($350)
Private First Class ($400)
Lance Corporal ($450)
Corporal ($500)
Sergeant ($550)
Staff Sergeant ($600)
Gunnery Sergeant ($650)
Master Sergeant ($700)

Warrant Officers: warrant officers outrank all enlisted personnel
Warrant Officer 1 ($700)
Warrant Officer 2 ($750)

Commissioned Officers: commissioned officers outrank all warrant officers and enlisted personnel
Second Lieutenant ($700)
First Lieutenant ($750)

Marines assigned to Xenomorph hotzones receive additional hazard pay of +$50 per week (yes hazard pay being insultingly low is deliberate lol).

Specialist Training/Gear Certification
Characters cannot use gear unless theyre certified. Characters are automatically certified to use any gear on their starting equipment list (and all characters are certified to use pulse rifles, service pistols, combat knives, and M3 armor even if theyre not listed on their starting gear list)

If character wants certification to use gear thats not on their starting equipment list they need to spend XP and make a wits attribute check to receive certification.

Gear Requisition

Characters can periodically requisition items from Battalion Command as a reward for completing certain missions. Usually these requisitioned items will be upgrades of their base item like the Pulse Rifle MK2 or the M4X combat armor.

Merits/Reprimands/Promotions/Medals

Characters should gain 3-5 merit for each successful mission. A successful mission is the completion of a scenario, campaign arc, or character arc. Characters can also gain merit in other ways such as defeating bosses (+2 merit), completing secondary/tertiary objectives (+2 merit), and earning commendations/medals (+2 merit). Some characters will start as officers but they also start with 0 merit. They are considered to be fresh out of officer candidate school.

Promotions are awarded when you receive X amount of merit (see chart below). You then have to make a command check to see if you get promoted. You can only make one command check after each mission. The difficulty of the command check changes depending on promotion youre attempting to earn. The difficulty increases steeply for ranks after LCPL because the competition to earn these ranks increases. You need to convince your superiors youre capable of command.

PVT = 0 merit
PFC = 1 merit (+2 to command check)
LCPL = 3 merit (+1 to command check)
CPL = 6 merit (-0 to command check)
SGT = 10 merit (-1 to command check) <- typically the highest rank for non-career military
SSGT = 15 merit (-2 to command check)
GSGT = 21 merit (-2 to command check)
MSGT = 28 merit (-2 to command check)

WO1 = 28 merit <- requires several years of experience and expertise in a particular field
WO2 = 36 merit (-2 to command check)
WO3 = 45 merit (-2 to command check)

LT2 = 28 merit <- requires completion of officer candidate school
LT1 = 36 merit (-2 to command check)
CPT = 45 merit (-2 to command check)

Medal of Honor (+5 merit)
Navy Cross (+4 merit)
Distinguished Service Medal (+3 merit)
Silver Star (+2 merit)
Legion of Merit (+2 merit) <- generally reserved for commissioned officers
Bronze Star (+1 merit)
Purple Heart (+0 merit)
Service Ribbon (+0 merit)

Reprimands occur whenever the characters do something wrong like fail a mission, fail to follow orders, or commit crimes. Reprimands can range from minor to severe. Less severe reprimands result in the loss of merit. While more severe reprimands result in spending several years in military prison.

Other Resources

Papercraft Minis - these look great

More Papercraft Minis - has an apc, colonial marines, xenomorphs, a predator, and most importantly a diaper-wearing engineer babyman!!!
Last edited by Vindictus on Tue 23 Feb 2021, 21:02, edited 314 times in total.
 
User avatar
lupex
Posts: 861
Joined: Sun 08 Oct 2017, 13:16

Re: Colonial Marines Campaign (LV-1201)

Sat 09 May 2020, 14:32

Very well done mate.
YZE Bestiary - https://www.drivethrurpg.com/product/320924/The-Servants-of-Memory

My Blog - https://is-it-a-monster.blogspot.com/

Instant Session - https://perchance.org/fl-session-generator

Monsters - https://perchance.org/fl-monster-generator
 
Bengt Petter
Posts: 772
Joined: Sat 09 Apr 2011, 11:27

Re: Colonial Marines Campaign (LV-1201)

Sun 10 May 2020, 13:32

Vindictus, you have obviously done a lot a work with this. Do you have a question you want to discuss or did you just want to share your ideas? Both are of course okey.

However, if this is a longer campaign, I guess there has to be something more surprising to discover. As I have said in several other threads, I think the Alien universe is a lot about corporate secrets. But it’s also a matter of taste and preferences. If you want this to be a an action game about killing monsters, you can play it like that. Then it would be more Aliens than Alien, which is fine. In a more Alien kind of campaign, I would say it would be more about secrets and hidden agendas with the sleeper agent android as a known (quite predictable) trope. You add some rival company representatives, arriving at some point.
 
Vindictus
Topic Author
Posts: 171
Joined: Sun 12 Apr 2020, 21:50

Re: Colonial Marines Campaign (LV-1201)

Sun 10 May 2020, 14:37

This is meant to be more Aliens than Alien obviously. Alien is great for one shot adventures. But I feel Aliens works much better for campaigns for a few simple reasons:

1) Colonial Marines are more likely to survive in the long term which makes character advancement actually somewhat plausible.
2) Colonial Marines can get posted to a huge variety of assignments on virtually any planet. It doesnt have to be all bug hunts. They can do peacekeeping or espionage missions as well. There is far more variety with what you can do with Colonial Marines than Space Truckers.
3) You can have your players fight the full spectrum of Xenomorphs (sentries, praetorians, queens, etc...) without having to worry about pulling punches or killing the entire party. You get to use Xenomorphs you could never use in a space trucker game because they would murder them outright. And if youre doing an Alien RPG without Aliens youre doing it wrong. Theres a reason every single movie, comic, game in the Aliens universe has aliens in it. Because they are central to the setting.

Corporations keeping secrets (about aliens) is also a huge part of Aliens. And colonial marines often have to tread the line between following orders and doing whats right. And the whole secret android trope only works once; its only conducive to one shots. Like I said, the Alien framework works great for one shots but not so good for campaigns.
 
Bengt Petter
Posts: 772
Joined: Sat 09 Apr 2011, 11:27

Re: Colonial Marines Campaign (LV-1201)

Sun 10 May 2020, 17:51

Vindictus, I have another interpretation of the Alien universe than you have. I would say that the first movie, which is more body horror than action, hints a harsh corporate reality. It’s not hard to imagine the very same truckers on missions that don’t include any aliens at all. What we see in the movie is an exception, it’s not a standard mission. That’s why the Nostromo crew is so surprised. I would say that Alien style trucker missions fit the campaign format very well. By Alien style, I don’t just mean a mission like the one in the movie. The point is to imagine events beyond the movies. If not, we can just rewatch the movies again...

Obviously the aliens are included in most or all movies, comic books and novels. But this is the Alien RPG, not a movie or comic book. It’s stated in the game that is possible to play campaigns without xenomorphs. It’s up to each GM. And I would say that the movies are just examples of things that happen in this universe. A lot of other stuff are going on too. You make your own framework.
 
Vindictus
Topic Author
Posts: 171
Joined: Sun 12 Apr 2020, 21:50

Re: Colonial Marines Campaign (LV-1201)

Sun 10 May 2020, 21:44

Campaigns without xenomorphs are pointless. It’s not alien if there aren’t aliens. Aliens are an expectation of the setting and you will disappoint your players immensely by not including them.

Players don’t want to play as the 99.9999% of space truckers that never encounter xenomorphs. They want to play as the .0001% that do encounter them. They want to be the exceptions.

Nobody wants to play space truck simulator. That is boring. They want to play alien/aliens.

But this is the Alien RPG, not a movie or comic book. It’s stated in the game that is possible to play campaigns without xenomorphs.

Then why doesnt fria ligan publish a scenario without aliens? All their scenarios have aliens too I wonder why. lol.

You can say the alien rpg doesnt need aliens all you want, but every published scenario and all aliens source material directly contradict that notion.

People need to just accept that this game is about aliens. Its not JUST about aliens, theres lots of other great elements, but theyre all secondary.
Last edited by Vindictus on Mon 11 May 2020, 09:05, edited 6 times in total.
 
User avatar
Gebohq
Posts: 148
Joined: Mon 07 Oct 2019, 03:05
Location: Maryland, USA
Contact:

Re: Colonial Marines Campaign (LV-1201)

Sun 10 May 2020, 22:21

Campaigns without xenomorphs are pointless. It’s not alien if there aren’t aliens. Aliens are an expectation of the setting and you will disappoint your players immensely by not including them.

Players don’t want to play as the 99.9999% of space truckers that never encounter xenomorphs. They want to play as the .0001% that do encounter them. They want to be the exceptions.

Nobody wants to play space truck simulator. That is boring. They want to play alien/aliens.
I think it depends on what the GM and players agree upon the expectations set before a game. I would say that even if the classic xenomorphs are expected to be a key feature, you won't get far in a campaign mode having them 24/7. There needs to be variety, highs and lows, different flavors of conflict, etc. so that gameplay doesn't result in immediate death and/or quickly becoming the same thing over and over. Even in mainstream Alien media, they usually spice it up with human and android antagonists, hazardous natural environments, and other alien threats that aren't the classic xenomorphs. I think when many people here are suggesting that there be more "mundane" challenges, it's specifically so that any classic xenomorph threat still carries weight in the game. Just as Call of Cthulhu doesn't need to have Cthulhu in every game, or Star Wars doesn't need to have Force users in every game, an Alien game doesn't need to have the characteristic aliens in every game. I realize mileage may vary on this though, hence why it depends on what the GM and the players agree upon when starting a game.

As for this thread itself, AvP2 was one of my favorite Alien games, and it's great to see it adapted to this RPG!
The Plothole: a home for amateur, inclusive, collaborative stories
http://forums.theplothole.net
 
Vindictus
Topic Author
Posts: 171
Joined: Sun 12 Apr 2020, 21:50

Re: Colonial Marines Campaign (LV-1201)

Sun 10 May 2020, 23:34

Just as Call of Cthulhu doesn't need to have Cthulhu in every game

Call of cthulu almost always has a plotline involving the elder gods even if cthulu himself doesnt awaken and make a cameo. the alien rpg is exactly the same. you dont have to have xenomorphs make an appearance in order to have xenomorphs be a part of the game. but they should always be part of the game. otherwise you should be running a different rpg.

Even in mainstream Alien media, they usually spice it up with human and android antagonists, hazardous natural environments, and other alien threats that aren't the classic xenomorphs.

I am gradually incorporating all of those elements into my campaign. However Xenomorphs will take the center stage as they rightfully should in this campaign. I will not run an alien RPG without aliens, because without aliens there are quite frankly other scifi RPGs I could be running instead. For example, I could run Rogue Trader which shares many of the same themes and aesthetics as the Alien RPG but has a much more expansive and detailed universe. I run the Alien RPG specifically for including aliens. Its that simple.

And if I wanted to run another space trucker storyline then thats what I would run. I have moved past that with my group. That storyline has been exhausted from all avenues. We are moving on to something different... I am taking advantage of covid-19 shutting everything down to write an entirely new campaign setting that has absolutely nothing to do with space truckers. If that offends some people im sorry.

There needs to be variety, highs and lows, different flavors of conflict, etc. so that gameplay doesn't result in immediate death and/or quickly becoming the same thing over and over.

There will be variety in my campaign. Also combat resulting in immediate death is only a problem because the cinematic rules allow Xenomorphs to move twice (often twice in a row) while making instant kill attacks. The cinematic rules are designed to make players feel completely helpless when facing Xenomorphs. The problem is the cinematic rules dont really fit into a campaign construct where players are supposed to survive in the longterm. I will be fixing that eventually when I write up alternative rules for Xenomorphs. They will not simply follow an RNG table that makes them do random bizarre things or randomly instant kill you. They will follow a flow chart and act accordingly in a way that makes sense. Their objective and subsequent behavior will be determined by the hive's needs rather than being arbitrarily decided by a dice roll. I also will not be allowing aliens to move twice before a player even gets to move once. Aliens will always take their second turn at the end of the round after all players have gone.

Has the hive encountered humans before? If no then they will be more prone to curiousity; they will test the psychology of their prey and toy with them. Is the hive in maintenance mode? Is the hive in expansion mode? Is the hive threatened? Is there a queen? is she a young or an adult queen? These factors will all affect the behavior as well as the evolutionary path of Xenomorphs. For example a hive that isnt threatened isnt going to produce warriors because it doesnt need to. The hive itself is essentially a living entity, and even the queen doesnt control all the aspects of it, a lot of it is instinctual and coded into the xenomorphs' DNA. Like how queens are willing to sacrifice countless drones but wont sacrifice a single egg, that is hardcoded instinctual behavior. Exploring the behavior of the hive is going to be an integral part of my campaign. In fact thats one of the main reasons the forward observation pods were built.
Last edited by Vindictus on Sat 16 May 2020, 02:22, edited 3 times in total.
 
Bengt Petter
Posts: 772
Joined: Sat 09 Apr 2011, 11:27

Re: Colonial Marines Campaign (LV-1201)

Mon 11 May 2020, 14:18

Vindictus, what do you want with this thread? Are you open to a discussion about the core themes of the Alien franchise in the context of your campaign or do you just want to stick to your own premise? Both would be fine to me.

As you know by now, I think your approach is way too rigid. But hey, you can do whatever you like. It’s your campaign. And I think Gebohq gave you some really good answers.

Who is online

Users browsing this forum: No registered users and 3 guests