Predators - An Alien RPG Unofficial Expansion

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PREDATORS

AN ALIEN RPG UNOFFICIAL EXPANSION


DISCLAIMER
This document is not officially sanctioned by any rights holder and is not meant to challenge said rights.
Fans are passionate at best, impatient at worst. This is a homebrew expansion of the ALIEN RPG.

Predator, Predator 2, Predators, The Predator, Alien vs. Predator, and Aliens vs. Predator are recognized
as the intellectual property of Twentieth Century Fox.

ORIGINAL MANUSCRIPT
Unknown
(If it’s you, contact [email protected] so I can properly credit you)

LAYOUT AND REVISIONS


Gershom Reese Wetzel

COVER ARTWORK
Aliens vs. Predator by Iban Coello and Daniel Acuna

INTERIOR ARTWORK
Jungle Hunter by berylcirclet
Predator Interloper by Norbert Toth
ALIENS vs PREDATOR: THREE WORLD WAR by Raymond Swanland

IMAGES
Miscellaneous “Oil Painting” stills from the Predator and Alien vs. Predator movies,
recognized as the intellectual property of Twentieth Century Fox.
PLAYER

SECTION
PREDATORS: HUNTERS / YAUTJA

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PLAYER SECTION

“There’s something out there waiting for us, and it ain’t no man. We’re all
gonna die.”
-- BILLY SOLE

“Ten years ago one of his kind stalked and eliminated an elite special forces
crew in central America. There were two survivors. They indicated that
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when trapped, the creature activated a self-destruct device that destroyed
enough rainforest to cover 300 city blocks. Remarkable weaponry. That’s
right lieutenant. Other-world life-forms.”
-- PETER J. KEYES, DIRECTOR OF O.W.L.F.

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INTRODUCTION
Even before the cross-over “Alien vs. Predator” and “Aliens vs. Predator: Requiem” movies were
released, there have been many examples of overlap between the Alien and Predator movie franchises.
For example, in Predator 2, a Xenomorph “skull” can be clearly seen amongst the Predator’s trophies
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onboard its ship.

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So I feel it is only natural to bring them into the Alien Role Playing Game as potential adversaries for
players - or perhaps as unlikely allies.

This document is my attempt to do just that. I hope you find it enjoyable.

BACKGROUND
Predators are a sentient, advanced race, who have possessed interstellar capabilities for at least the
past three centuries and perhaps much longer. They appear to be large, dreadlocked humanoids with
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is a luminescent phosphor green.

Predators assign hunting, especially of an enemy that is capable of defending itself, great importance
in their culture, so much so that lone Predators make often undertake solo trips to other worlds simply
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mottled, almost reptilian skin, and a mandible that can distend to reveal razor sharp fangs. Their blood

for the honour of hunting other sentient species.

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Predators are called the Yautja (yah-OOT-ya) in some related media, but this is not necessarily official.
PREDATORS: HUNTERS / YAUTJA

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HOMEWORLD
Yautja Prime is a ringed world in a trinary star system far from human charted space. Little is known
about the planet including its exact location, except that is more volcanically active than Earth, has
slightly higher gravity, a compatible atmosphere, and there are radioactive hotspots on the surface.
Given the Yautja preference for warm climates, Yautja Prime is thought to be warmer than Earth on

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average.

LANGUAGE
Predators speak in a series of clicks and guttural sounds, but are capable of mimicking, and possibly
even speaking, Human languages. Humans, however, lack the vocal range to speak their language.

OTheir written form consists of 40 characters, which have yet to be decoded.

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PLAYER SECTION

ATTRIBUTES
Predators are larger, stronger, and more agile than humans (standard Hunters, Leaders, and Elders
being approximately 7 to 7.5 feet tall, and Super Predators being 8 feet tall, that is, 2.1 to 2.4 meters
respectively), and are able to move through the branches of jungle trees and from rooftop to rooptop
almost as fast as a human can run.

System: Once the base 14 points are allocated, Predators gain an additional +3 to Strength and +3
to Agility, to give them a range of 5 to 8 (as the minimum allocation is 2).

System: All Predators have Mobility 3 innately. They may be assigned (at the GM’s discretion) a
Speed rating of 2, as per the Alien attribute of the same name.

COMMUNICATION
When dealing with Humans, the Predator suffers a -2 penalty to its Empathy score (and vice versa,
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when Humans deal with a Predator), due to the difficulties in inter-species communications and the
misinterpretation of customs and idioms. Any result less than zero is treated as zero.

Predators are known to enjoy mimicry, and often will repeat phrases spoken by their prey. They also
do so in order to lure their prey into a trap.
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VISUAL PERCEPTION
Predators see primarily in the infra-red end of the spectrum and thus may suffer penalties when
distinguishing between objects at the same temperature. At the same time, they can make out recent
foot prints via residual heat.
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Without their technological advantages, Predators find it hard to see Xenomorphs as the latter do not
emit much in the infra-red spectrum.

When wearing a Bio-mask, these issues are compensated for to some degree, but Predators may
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still miss details.

System: At the GM’s discretion, when the Predator is required to make an Observation roll, it may
be penalized if distinguishing between objects at the same temperature (for example, between the
mud on a river bank and a human covered in the same mud). Alternatively, it may receive a bonus if
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objects are not at the same temperature.

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“He came to get the body. He’s killing us one at a time.”
“Like a hunter.”
“He’s using the trees.”
-- MAJOR ALAN “DUTCH” SCHAEFER
WITH BILLY SOLE

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PREDATORS: HUNTERS / YAUTJA

PNATURAL WEAPONS
Unlike Humans, Predators have evolved two principal natural weapons - their claws, and their bite.
While it is rare for a Predator to resort to either, an unarmed individual might have no choice.

R WEAPON

Yautja Claw
BONUS

--
DAMAGE

2
RANGE

Engaged
COMMENT

None

E Yautja Bite

CAREERS
+1 1 Engaged None

DThe following table summarizes the basic “careers” for Predators most likely to be encountered away
from their home world.

A CAREER

The Hunter
KEY ATTRIBUTE KEY SKILLS

Agility Close Combat,


Ranged Combat,
Survival
CAREER TALENTS GENERAL TALENTS

Mimic,
Last Action
Healer,
Menacing,
Stealthy

T The Leader

The Falconer
Empathy

Wits
Command,
Manipulation,
Ranged Combat
Observation,
Mimic,
Last Action,
Prey Bond
Last Action,
Fast Reflexes,
Hard Hitter,
Healer
Killer,
(Super Predator) Ranged Combat Prey Bond Menacing,

O The Tracker
(Super Predator)
Wits Observation,
Survival,
Close Combat
Mimic,
Prey Bond
Merciless
Quick Draw,
Stealthy,
Tough,
Weapons Specialist

R The Tyrant /
Berserker
(Super Predator)
The Elder
Empathy

Strength
Command,
Manipulation,
Observaton
Command,
Last Action,
Prey Bond

Mimic,
Fast Reflexes,
Tough,
Weapons Specialist
Hard Hitter,
Stamina Prey Bond Healer,
Quick Draw,
Weapons Specialist

“If it bleeds, we can kill it.”


-- MAJOR ALAN “DUTCH” SCHAEFER
PLAYER SECTION

PERSONAL AGENDA SIGNATURE ITEM


• The hunt is everything. It is the only thing • Trophy: Human skull or skull and spine,
that motivates you. Xenomorph skull, or the skull/spine of
• You have a score to settle with a particular another creature
Human, a Predator from a different clan, • Antique Weapon, either gifted or personally
or even possibly a particular Xenomorph. collected on a previous hunt
• You are a collector of trophies which are not • Scar, brand, or tattoo received for a
directly connected to the hunt. These do particular hunt or significant kill where
not have to be valuable, or even working. trophy collection was not possible

APPEARANCE
• Yellow, mottled skin
• Green, mottled skin
GEAR
• Knife
• Shoulder-Mounted Cannon or Smart Disc
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• Darker, mottled skin • Wrist Blades
• Tattoos • Wrist Computer/Invisibility Device
• Combat Scar • Bio Mask
• Ceremonial Scar from Xenomorph Acid • Medical Kit
acquired during hunt • Combi Spear

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• Longer “dreadlocks” • Net Gun
• Short or missing “dreadlocks” • The Falconer only -- Falcon Drone instead
• Missing fang(s) of Shoulder Mounted Cannon
• Carved fang(s) • The Tracker only -- Hell-hound(s) instead
• Trinkets / Pendants of Shoulder Mounted Weapon

PREDATOR TALENTS
Mimic -- You can copy the speech of your Human prey accurately and even sound like them
convincingly -- but only for a few choice phrases, laughter, etc. +1 to Manipulation rolls to taunt or
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lure your Prey using a Mimicked phrase.

Last Act -- Before dying, you can recover consciousness sufficiently to perform one last Slow Action…
such as setting off a bomb. All Humans nearby take 1 Stress and roll vs Panic before they can take
any action to flee to safety.

Prey Bond -- You have formed a unique bond with your prey, and receive a +2 bonus on all Observation
rolls associated with tracking, detecting, and/or otherwise finding this particular kind of prey -- or
specific individual -- up to a kilometer or more away, as a “hunch” or “rough sense of direction”.
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INITIATIVE AND ACTIONS
Predators can move faster than humans thanks to a larger stride and greater agility in general.

System: Predators may perform one slow action and two fast actions, or three fast actions per round.
Predators can move between zones as per Humans. However, in Cluttered Zones, they rarely fall

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down or stumble. They are also adept at climbing trees / jumping to branches, and can get to branches
well above 2m as a movement action with ease. In suitably packed forest or jungle, a Predator can
move between trees as fast as a Human can cover the same distance on the ground.
PREDATORS: HUNTERS / YAUTJA

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AAlternate System: As above, but assign the Predator a Speed rating of 2 as per an Alien in addition.

Predators IR vision helps them move in Dark Zones.

System: Providing they can differentiate between different temperatures, Predators suffer no penalties

Tin darkness. If wearing a biomask, the Predator can always see perfectly well in the dark.

Predators larger size restricts them in Cramped Zones. They find it difficult to enter crawl spaces and
ducts, for example.

OSystem: None - it’s up to the GM to decide if the Predator will fit into a crawl space. If they can, then
the same penalties apply as for Humans.

Predators may make use of an Invisibility device (a “Cloak”) which is not perfect - there is a visible
distortion in the shape of the Predator which is just about visible in good lighting and more obvious if

Rthe Predator moves.

System: If “Cloaked”, the Predator always acts first in a round of combat against Humans until the
cloaking device is turned off or otherwise rendered ineffective (for example, by covering the Predator
in paint or flour or other material, or if the Predator is “backlit” by a bright light source), or if the cloaked
Predator is confined to a space where it cannot move far (such as a narrow corridor for example).

System: When fighting Xenomorphs, Neomorphs and so on, “Cloaking” has no effect on Initiative as
these creatures rely on other senses to detect the cloaked Predator.

System: If “Cloaked”, the Predator may disengage from combat at any time, without penalty, when
fighting Humans. This rule does not apply when fighting Xenomorphs.
PLAYER SECTION

PUSHING ROLLS
Predators may push their rolls, just like Humans can.

STRESS, PANIC...AND RAGE


Predators do not accumulate Stress or suffer from Panic. Instead they accumulate Rage, and may
suffer from its effects.

System: Rage is accumulated in much the same way as Stress. However, unlike Stress, Rage is not
gained from a coup de grâce, failure to use the Analysis talent, or the revelation that a person is an
Android (Predators often know an Android by sight anyhow, as the body heat is often noticeably
different).

The Predator may roll extra dice for Rage in the same manner as Stress. P
Predators must make a Rage roll when they roll one or more 1’s on Rage dice, if another
member of their group displays a Rage effect, or if they are critically injured. Other
circumstances are up to the GM.

Use the following table for Rage below instead of the Panic table:
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RESULT

1-6
EFFECT

KEEP YOUR COOL -- You just about keep your head together.
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7 PRIMAL SCREAM -- You let out an almighty roar of challenge and defiance, which
probably reveals your position to the enemy if they were unaware. This removes the
effect of a Cloak if the enemy is at Engaged, Short or Medium range.
8-9 MINDLESS VANDAL -- You take out your anger on an inanimate object, potentially a
useful piece of equipment, and smash it to pieces.
10-11

12-13
OLD SCHOOL -- You attack the nearest enemy with your bare claws, foregoing the use
of weapons.
BERSERK -- You immediately attacking the nearest person or creature, friendly or not.
Every Predator who witnesses the Berserk rage must make a Rage roll. Humans make
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a Panic roll as normal.
14 or more FRENZY -- As per BERSERK, but the Rage does not stop when the first target (or the
second, or the third) is Broken. You keep going … until you can’t.
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Rage effects can be stopped either by reaching the Broken state, or after a Turn. Unlike Stress,
Command rolls will not stop Rage.

Rage can be relieved in much the same manner as Stress and, for Predators, Rage does not
cause Permanent Mental Trauma.

“You’re one ugly motherfucker.”


-- MAJOR ALAN “DUTCH” SCHAEFER R
PREDATORS: HUNTERS / YAUTJA

PPAIN AND DAMAGE


Predators can endure very high levels of pain and remain conscious and functional, and are also
slightly less vulnerable to the effects of Xenomorph blood, though it can still severely injure them.
They can even perform minor surgeries in the field without anaesthetic on themselves if necessary.

RSystem: When determining a Predator’s starting Health score, add +2 to their Strength to reflect their
greater pain tolerance and general toughness.

System: Predators wear some advanced armour, which is detailed below.

ESystem: Any critical which impedes a Predator solely due to pain such as “Crippling Pain” is ignored.
Furthermore, the Predator may make a basic Strength check, and if they pass they can ignore “Can’t
Use” results such as Can’t Use Arm where pain is ruled to be the deciding factor.

System: If a Predator reaches the “Broken” state, the effects take place on the subsequent turn and

Ddo not prevent the Predator acting on the turn where they become Broken.

System: If exposed to Alien acid, Predators may deduct a single die of damage on initial exposure
and an additional die per turn of continuing damage. Humans may use Predator blood as a “salve” to
somewhat relieve the effects of the Acid, though a fair amount is needed to achieve the same effects,

Aand Predators in general aren’t keen on giving it up…

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“What...the hell...are you?”


-- ANYTIME (JUNGLE HUNTER)
PLAYER SECTION

PREDATOR GEAR
In general, Predator Equipment is superior to the Human equivalents, but has not advanced much
in the last few centuries for unknown reasons, though it is likely that they do not make their own
equipment but instead have it made for them by a conquered race. Once a device is “good enough”
they do not continue to refine or improve it. Thus Predators encountered in the late 2100s are likely
to use similar equipment to that found on Predators in the 1980s.

ITEM DESCRIPTION EFFECT(S)

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Helmet / Bio-Mask A Bio-Mask provides an interface to the Observation +3 when the
Predator’s Wrist Computer, extends their field of mask is being worn in Thermal
vision through the visual spectrum and into the Mode, unless the query has
ultraviolet, allows recording/playback of video managed to mask its own
and audio, and also provides some degree thermal signature (no bonus, no

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of protection against toxic or low pressure penalty).
atmospheres. Other spectrums: Observation
+1.
Ranged Combat +2 (Targeting
Laser)

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Manipulation +1 (Mimic Prey)
Hunter’s Body Armor Predator Armor only partially covers the Armor +4
body, normally the shoulders and parts of the
torso and upper thighs. It is considered very
tough but offers limited coverage. It is also

Wrist Computer
(Gauntlet)
very light weight and does not count towards
encumbrance.
A comprehensive but small computer system Range: Extreme
mounted on the wrist/forearm. This provides
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features equivalent to a Computer Terminal, a
Portable Pilot uplink, a Samani E-Series watch,
a PDT, an IFF, a P-DAT, a SSDD, and a MCD
(see ALIEN RPG Core Rulebook page 132 for
more details).
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Wrist Blade(s) Similar to a Knife, but with no weight penalty Damage: 2 per blade
(Gauntlet)

Invisibility Device
(Cloak)
and fused into a wrist “gauntlet”, so it cannot be Range: Engaged
dropped or lost.
Its control mounted on the Wrist Computer or When activated, a stationary
in the Bio-Mask, this small device conceals the -- non-moving -- Predator
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Predator by making it nearly invisible, except receives Survival +1, Mobility
for a noticeable refracted light pattern in the +1 (once it’s cover is blown),
shape of the Predator’s silhouette. For effects and Ranged Combat +2.
see above ; when the device is damaged, the Any Human who observes
invisibility field fades along with blue sparks a cloaked Predator receives

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which are quite noticeable. 1 STRESS and must roll vs
PANIC.
PREDATORS: HUNTERS / YAUTJA

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ITEM DESCRIPTION EFFECT(S)

Shoulder Mounted A plasma based firearm mounted on the left Bonus: +2 (+3 if linked with
Plasma Weapon shoulder which tracks the Predators field of Bio-Mask)
view and can be fired by a hand control. A Damage: 5
characteristic “three dot” laser targeting system Range: Extreme

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Self Destruct Device
may be activated in addition to the fire control.
Activated only as a last resort, this explosive
device is housed in the Wrist Computer and
once activated, will count down (approximately
Weight: 2
Range: Extreme
Anyone caught in the open
when the device is detonated is

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60 seconds) and result in a small nuclear instantly killed. If protected by
blast and mushroom cloud. The blast will heavy cover, then consider it to
level a sizeable area (upwards of a kilometer be equivalent to a Blast of rating
across) and causes widespread damage. The 5, damaging out to Medium
explosion also produces an EMP, and will Range, with Strong Radiation

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therefore cause unshielded electronic devices Damage (1 Rad per turn).
to fail permanently.
Portable Medical Kit A cross between a Personal Medkit and a Medical Aid +2 (such as to
Surgical Kit but miniaturized and carried in a cauterize wound, stop bleeding,
belt pouch. Moreover, the Medkit is usable more prevent infection of wound, etc.)

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than once. Note that while sutures and the like Medical Aid +1 to prevent death
will work on Humans, some items are uniquely
designed for Predator biology and may even be
harmful. Note that Predators don’t use much in
the way of anaesthetic.

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Shoulder Mounted As above, but can be fired as a Fast Action with Bonus: +2 (+3 if linked with
Plasma Weapon no modifier or penalty. Bio-Mask)
(Rapid Fire Version) Damage: 5
Normally worn by Leaders or Elders. Range: Extreme
Weight: 2

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Knife / Dagger Typically ceremonial, with ornate carvings on
the blade and handle, a Predator’s Knife is both
surprisingly light-weight and durable.
Bonus: +2
Damage: 1
Range: Engaged or Thrown
(Short-Medium)
Weight: 0.25

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Smart Disc A thrown, disc-shaped weapon that can alter its
course in flight and which can uncannily return
to the Predator’s hand if it is not embedded.
Bonus: +1
Damage: 2
Range: Medium
Weight: 0.5
Smart Shuriken A thrown weapon. Spinning blades extend Bonus: +2
during flight. Like the Smart Disc, the Shuriken Damage: 1
can return to the Predator’s hand if it is not Range: Medium
embedded. Weight: 0.5
Combi-Stick / Spear A Spear which stores at a compressed length of Bonus: +1
(Telescoping) about .6 meters and extends to nearly 3 meters Damage: 2
for combat. Range: Engaged, Short
Weight: 0.5
PLAYER SECTION
ITEM DESCRIPTION EFFECT(S)

Improvized Spear A spear fashioned from the tail of an XX121 Bonus: +1


Alien. As above, but may still have the venom Damage: 2
tip (see “Capture for the Hive” on page 309 Range: Engaged, Short
of ALIEN RPG Core Rulebook) and/or exude Weight: 5
Alien Acid Blood. A Queen tail would be as
per the Tail Spike attack (page 314 of ALIEN
RPG Core Rulebook) but with less force, so the
Damage is 4 and no automatic Critical.
Net Gun Deploys a razor-sharp net, which expands to Damage: 1 per round trapped

Blue Gel
encompass and pin prey to a nearby terrain
surface, such as the ground, a wall, a tree, or
a pillar.
A bright blue liquid that dissolves Predator
Range: Medium
Weight: 0.25

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blood, Alien resin and nullifies Alien acid.
Normally provided in a small vial and used
to remove traces of Xenomorph or Predator
activity on a primitive world such as Earth.
Falconer’s Drone A “homing bird” used by Falconer Predators to Ranged Attack +1 to Falconer

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track prey, this device transmits its video feed Range: Extreme
to the Falconer Predator’s Bio-Mask and can Weight: 0.5
be used to coordinate Ranged Attacks.
Tracker’s Whistle Summons the Hell Hounds, either to action or Range: Long
to return.

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“You can’t see the eyes of the demon, until him come callin’.”
-- KING WILLIE

“He’s on safari. The lions, the tigers, the bears...oh my.”

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-- PETER J. KEYES, DIRECTOR OF O.W.L.F.

“Whoever did this waited until the last second, took out six guys
armed with machine guns by hand, then got by us. Maybe we
should give him a job. Put him on the payroll.”
-- DANNY ARCHULETTA, L.A.P.D.

“Trophies. That’s the game, isn’t it, Keyes?”


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-- LIEUTENANT MIKE HARRIGAN, L.A.P.D.

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GAME MASTER

SECTION
PREDATORS: HUNTERS / YAUTJA

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HELL HOUNDS
Used by Tracker Predators, these grotesque beasts are sent in to flush prey from hiding and are
summoned away by the Tracker’s Whistle. Each about the size and build of a Roman Rottweiler (110-
130 lbs, about 50-60 kg) with with leathery hide, their teeth are daggers and their faces are framed
with 8-10 jagged tusks, each 18 inches to nearly 3 feet (0.5 to 1 meters) in length.

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Hell Hounds are vicious and relentless. Indeed, their master’s whisle seems to be the only thing that
can call them off from their intended prey.

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HELL HOUND

SPEED: 2
HEALTH: 5

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SKILLS: Mobility 6, Observation 5
ARMOR RATING: 3
SPRINT: As a slow action, the Hell Hound can sprint as if having used two run actions, i.e. through
two zones or from an adjacent zone directly into ENGAGED range from a target.
ROLL vs PANIC: Upon sight, all Humans must take 1 STRESS and roll vs PANIC.
BITE: Damage: 2
CLAW: Damage 1
GORE WITH TUSKS: Damage 3
GAME MASTER SECTION

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UPGRADE PREDATORS
Wrought from unnatural integration of Predator DNA with the better attributes of the prey that
Predators hunt, this larger variant of the Predator -- the Upgrade Predator -- remains the same in
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almost all respects except that they gain +4 to Strength due to their increased size (up to 11 feet or
3.3m tall) and a +3 to Armor when their exoskeleton is activated (for equal to Stamina in minutes),
but their movement suffers somewhat, however; they only gain +2 to Agility. Hybrids also seem to
be strategically smarter than their all-natural counterparts, with a +1 Wits. D
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UPGRADE PREDATOR

STRENGTH: 8, AGILITY: 2, WITS: 5, EMPATHY: 2


HEALTH: 8

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SKILLS: Mobility 6, Observation 5, Manipulation 3, Close Combat 6, Ranged Combat 3
ARMOR RATING: 3, +3 when exoskeleton is activated for equal to Stamina in minutes
SPEED: 2
ROLL vs PANIC: Upon sight, all Humans must take 1 STRESS and roll vs PANIC.
BITE: Damage: 2
CLAW: Damage 1
PUNCH / KICK / SLAM: Damage: 2
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PREDATORS: HUNTERS / YAUTJA

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APREDALIENS
A Xenomorph born from a Predator host is much larger than one born from a human. Effectively, a
PredAlien is the same as the VI stage of Praetorian XX121 Xenomorph, just a little stronger, a little
faster, a little...more here and there.

TIt should be notred that the PredAlien does not have an egg/facehugger cycle -- instead, it impregnates
its victims directly, much like a facehugger, and then things continue from the Chestburster phase.

OPREDALIEN

SPEED: 3
HEALTH: 12

RSKILLS: Mobility 6, Observation 8


ARMOR RATING: 12 (5 vs fire)
ACID SPLASH: 10
ROLL vs PANIC: Upon sight, all Humans must take 1 STRESS and roll vs PANIC.
HEADBITE (INNER JAW): Damage: 2 or can use this attack to IMPREGNATE.
CLAW: Damage 1
TAIL SPIKE: Damage 1
GAME MASTER SECTION

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THE HUNTER
Most likely the kind of Predator that Humans will encounter, Hunters are solitary and have selected aE
Hot Zone in which to conduct their hunting activities. Armed with a variety of deadly weapons, they do
it for the sport, selecting worthy prey: the strong, the heavily armed. The more dangerous, the better
because the honor among Hunters will be that much greater. Hunters often adorn their netting with
bits of bone or tiny skulls from kills made along the way. They also keep a trophy chamber aboard
their ship. D
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THE HUNTER

STRENGTH: 7, AGILITY: 7, WITS: 4, EMPATHY: 2


HEALTH: 7, SPEED: 2

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SKILLS: Mobility 3, Observation 1, Manipulation 1, Close Combat 2, Ranged Combat 3
ARMOR RATING: 3
TALENT(S): Mimic, Last Action
ROLL vs PANIC: Upon sight, all Humans must take 1 STRESS and roll vs PANIC.
BITE: Damage: 2, CLAW: Damage 1, PUNCH / KICK / SLAM: Damage: 2
Bio-Mask, Light Armor (4), Shoulder Cannon, Wrist Computer, Wrist-Blades Gaunlet, Med Kit,
Invisibility, Self-Destruct; Optional: Smart Disc, Combi-Stick, Net Gun, Signature Item
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PREDATORS: HUNTERS / YAUTJA

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ATHE LEADER
Leaders command a starship with a crew of 8 to 12 subordinate Hunters eager to prove themselves.
The Leader selects a world on which the crew will Hunt and also selects the Prey that is considered
the highest Honor to battle on the world of choice. Leaders are centuries old, have an extensive

Ttrophy chamber boasting the skulls of dozens of prize kills. A Leader will often carry as a Signature
Item the weapon of a memorable defeated adversary or a claw or tooth from a challenging Hunt.

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THE LEADER

STRENGTH: 7, AGILITY: 5, WITS: 5, EMPATHY: 3


HEALTH: 7, SPEED: 2

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SKILLS: Mobility 3, Observation 1, Manipulation 2, Close Combat 2, Ranged Combat 2
ARMOR RATING: 3
TALENT(S): Mimic, Last Action, Prey Bond
ROLL vs PANIC: Upon sight, all Humans must take 1 STRESS and roll vs PANIC.
BITE: Damage: 2, CLAW: Damage 1, PUNCH / KICK / SLAM: Damage: 2
Bio-Mask, Light Armor (4), Shoulder Cannon, Wrist Computer, Wrist-Blades Gaunlet, Med Kit,
Invisibility, Self-Destruct; Optional: Smart Disc, Smart Shuriken, Combi-Stick, Signature Item
GAME MASTER SECTION

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THE FALCONER
Among Super Predators, the Falconer tracks and attacks from a distance. Employing a drone that
can see into as many spectrums as a Bio-Mask, the Falconer prefers to wear its Prey out through a
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lengthy chase and often coordinates with a Tracker. The Falconer excels at using the drone to line

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up a variety of ranged attacks and often also makes use of boobytraps. Among its own, it tends to be
lacking in Close Combat and is eager to prove itself against worthy opponents one-on-one.

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THE FALCONER

STRENGTH: 6, AGILITY: 7, WITS: 5, EMPATHY: 2


HEALTH: 6, SPEED: 2

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SKILLS: Mobility 3, Observation 2, Manipulation 1, Close Combat 1, Ranged Combat 3
ARMOR RATING: 3
TALENT(S): Last Action, Prey Bond
ROLL vs PANIC: Upon sight, all Humans must take 1 STRESS and roll vs PANIC.
BITE: Damage: 2, CLAW: Damage 1, PUNCH / KICK / SLAM: Damage: 2
Bio-Mask, Light Armor (4), Shoulder Cannon, Wrist Computer, Wrist-Blades Gaunlet, Med Kit,
Invisibility, Self-Destruct; D4 FALCONER’S DRONES
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PREDATORS: HUNTERS / YAUTJA

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ATHE TRACKER
A Super Predator, the Tracker often Hunts in coordination with a Falconer, and makes use of Hell
Hounds to give chase to its Prey. The most common tactic is to unleash the Hounds on Prey that have
been allowed to wander until their legs are tired. The Hounds will attack until the Tracker calls them

Taway with its Whistle. Like the Falconer, the Tracker lacks Close Combat experience with its Prey and
will seize the opportunity to engage hand-to-hand with little concern for its surroundings.

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THE TRACKER

STRENGTH: 7, AGILITY: 6, WITS: 5, EMPATHY: 2


HEALTH: 7, SPEED: 2

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SKILLS: Mobility 3, Observation 2, Manipulation 2, Close Combat 1, Ranged Combat 2
ARMOR RATING: 3
TALENT(S): Mimic, Prey Bond
ROLL vs PANIC: Upon sight, all Humans must take 1 STRESS and roll vs PANIC.
BITE: Damage: 2, CLAW: Damage 1, PUNCH / KICK / SLAM: Damage: 2
Bio-Mask, Light Armor (4), Shoulder Cannon, Wrist Computer, Wrist-Blades Gaunlet, Med Kit,
Invisibility, Self-Destruct, D4+1 HELL HOUNDS and Whistle; Optional: Signature Item
GAME MASTER SECTION

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THE TYRANT / BERSERKER
This Super Predator is similar to the Elder found among the smaller Hunters, but, rather than lead
with Honor and Wisdom, has chosen to be brash, heavy on fear and intimidation. If there is a kind
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of Predator that is not to be trusted, it is definitely the Tyrant / Berserker, for it has a bloodlust that is
unrestrained. Tending to favor having a handful of subordinates who make Ranged attacks, the Tyrant
prefers Close Combat, for it is there that your opponent faces its mortality and truly tastes death.
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THE TYRANT

STRENGTH: 8, AGILITY: 4, WITS: 3, EMPATHY: 5


HEALTH: 7, SPEED: 2

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SKILLS: Mobility 3, Observation 1, Manipulation 3, Close Combat 2, Ranged Combat 1
ARMOR RATING: 3
TALENT(S): Last Action, Prey Bond
ROLL vs PANIC: Upon sight, all Humans must take 1 STRESS and roll vs PANIC.
BITE: Damage: 2, CLAW: Damage 1, PUNCH / KICK / SLAM: Damage: 2
Bio-Mask, Light Armor (4), Shoulder Cannon, Wrist Computer, Wrist-Blades Gaunlet, Med Kit,
Invisibility, Self-Destruct; Optional: Smart Disc, Combi-Stick, Net Gun, Signature Item
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PREDATORS: HUNTERS / YAUTJA

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ATHE ELDER
Among the Hunters, the Elder has climbed the mountain of Honor and Discipline like none of its
peers and drinks deeply of the ritual of the Hunt as the Leader of Leaders and a Master of every
weapon in the Hunter’s arsenal. As a consequence of time, Elders have a number of developed

TSkills (+5 points to distribute) and wear Heavy Armor (though it is, as with all Hunter Gear, not an
encumberance). Elders command the largest of the Hunters starships, crewing a mix of Leaders and
Hunters numbering 20 or more.

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THE ELDER

STRENGTH: 8, AGILITY: 5, WITS: 4, EMPATHY: 3


HEALTH: 7, SPEED: 2

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SKILLS: Mobility 3, Command 2, Manipulation 1, Close Combat 3, Ranged Combat 3, Stamina 3
ARMOR RATING: 3
TALENT(S): Mimic, Last Action, Prey Bond
ROLL vs PANIC: Upon sight, all Humans must take 1 STRESS and roll vs PANIC.
BITE: Damage: 2, CLAW: Damage 1, PUNCH / KICK / SLAM: Damage: 2
Bio-Mask, Heavy Armor (6), Shoulder Cannon, Wrist Computer, Wrist-Blades Gaunlet, Med Kit,
Invisibility, Self-Destruct; Optional: Smart Disc, Smart Shuriken, Combi-Stick, Signature Item
GAME MASTER SECTION

SCENARIOS
The Lone Predator (aka “Predator”, “Predator 2”)
In this situation, a lone Predator arrives amongst a human population, and begins to hunt. The
“classic” Predator situation. Human characters are dropped into a Standard Operation -- something
run-of-the-mill for their Career experiences...and it quickly turns unusual, then slams into downright
fucked up. Mysterious disappearances, skinned bodies, and is that an jet exhaust ripple in the middle
of the lobby or is the heat getting to me?

The Game Reserve (aka “Predators”)


The characters awaken on an alien -- but Earth-compatible -- world, square in the Goldielocks Zone,
with no memory of how they got there. They are allowed their equipment and weapons. Let them find
each other, decide alliances, meet the local wildlife. Then hunt them down, relentlessly and without
mercy, without even a prayer.

The Xeno Hunt (aka “Alien vs. Predator”)


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In this situation, the Predators capture a Xenomorph Queen, and then lure Humans to the site in
order to be impregnated by Facehuggers. The resulting Xenomorphs are then used as prey for the
Hunt, along with any surviving humans.

Caught In The Middle (aka “Aliens vs. Predator”)


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The Predators have selected a world for their Hunt...and it just so happens to be a Company-owned
colony world. It boasts a standard Shake’n’Bake Colony facility and atmosphere processor, 200
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colonists, a section of fully loaded Colonial Marines acting as security, two dropships, and one soon-
to-be-departing cargo ship that is wrapping up its supply drop and Earth-bound upon liftoff.

“But I’m fast.”


-- ROYCE
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“When you get sick, you think about your life and how you’re going
to be remembered. You know what I realized would happen when I go?
A ten percent fall in share prices. Maybe twelve. And that’s it.”
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-- CHARLES BISHOP WEYLAND

“Ain’t no way for no soldier to die.”


-- SERGEANT MAC ELIOT
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