Aliens and Predator are properties of 20th Century Fox. This PDF was written by Jay Libby and Art by Jay Libby.

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2 It all started with a simple catch phrase In space, no one can hear you scream. The movie Alien is considered one of the all time scariest science fiction movies ever made. It was followed up with Aliens, Alien3, and Alien Resurrection. Add to it a comic book series by Dark Horse comics and several novels and the Aliens universe almost seems limitless. Then the series went dead. That was until Aliens Versus Predator hit the big screen, bringing two of the greatest science fiction industries icons together. While AVP was a great action flick, it lacked the terror of the original Alien and Predator films. Its sequel, AVP 2 gave fans what they wanted, true terror. Today you can collection the Dark Horse titles of Aliens, AVP and Predator in their Omnibus collections. Most of us know about the films. Ellen Ripley and the crew of the mining vessel Nostromo set down on LV 426 after the company wakes them up to investigate an alien signal. One of the crew members gets a facehugger in his, face. It lays an egg in his stomach and the alien inside burst out at dinner time and grows pretty darn quick. Some of the crew gets killed while others are placed into cocoons to grow more aliens. In the end Ellen blows up the ship and escapes with the cat, and the alien. She does succeed in the end by sucking the creature out the airlock and burning it to death in the escape pod s engines. Ellen then goes into a hyper sleep chamber with the ship s pet cat. End of story? Fifty seven years later Ripley is picked up by a salvage team and returned to Earth. After being put through the grinder for blowing up a billion dollar ship, the same company that screwed her over then asks Ripley to go to LV 426 with a pack of colonial marines to figure out what happen to colonists there. We soon find out that Burk, the company rep that is with them on the mission had actually sent a survey team to the location of the alien ship from the first film after reading Ripley s report. After landing on the planet, the majority of the marines get wiped out by the aliens after a botched rescue inside a terraformer. A handful survive and get help from the sole survivor of the colony massacre, a kid named Rebecca a.k.a. Newt. To make matters worse, their dropship crashes after an alien kills the crew in flight. So while waiting for the marine artificial person to remote pilot another dropship to rescue them, the marines get ambushed by masses of aliens. Burk gets his due and Ripley ends up saving Hicks, 2

3 the last marine left alive. In the mess, Newt gets captured by the aliens and Ripley runs to save the little girl. We meet the queen who really hates Ripley and the movie ends with a classic battle aboard the marine spaceship after the queen hitches a ride. Like with the first film, the queen gets sucked out into space, leaving Hicks, the artificial person Bishop, Newt and Ripley to go into hyper sleep. Happy ending? Not getting a rest, Ripley finds herself stuck on Fury 161 penal colony after the marine ship launches her and the rest of survivors into space after a fire. Bishop, Newt and Hicks all die in the initial crash after the pod drops onto the planet. We find out quickly that the queen had left some nasty eggs on the marine ship and Ripley now was carrying a queen in her while an alien goes on a murder fest of the prisoners on the planet. The company is informed and a human Bishop shows up, all ready to help Ripley. The alien gets steam bathed after being covered in molten lead and Ripley throws herself into the furnace. End of story? 200 years have passed and the military is up to no good. They have cloned a hybrid Ripley/Queen and also procured a real queen from another Ripley clone. It all goes south when several aliens get smart and escape, killing almost the entire crew of the ship. Meanwhile, Ripley and some mercenaries find themselves trying to get off the ship. In the end, Ripley finds a humanlike alien who has murdered the alien queen and it out to kill the person who it thinks is its mother, her. The alien freak gets sucked out a small hole in the ship and the military ship crashes on Earth. Ripley and the mercs escape in their private ship. So that is the alien film line up. We later meet the Predators, both times on Earth. The first hunting an elite military team, which ends with the Predator blowing itself up rather than face defeat. The second film takes place in the middle of a drug war. This time a cop beats the Predator. We do see a hint of things to come in a trophy room with an alien skull. So what about AVP? It turns out that the Predators have themselves a queen and have been breeding aliens for sport. In the first film, humans uncover a Predator pyramid under Antarctica. Everyone but 3

4 the female hero gets killed, including the bastard who owns the company that would lead to the whole Alien s film series. The film ends with a dead Predator s chest busting open and a Predator/Alien hybrid popping out. AVP2 picks up right off, with the mutant killing the crew of the Predator ship and causing it to crash on Earth near a town. A master hunter is sent to Earth by the Predators and it works really hard to cover up the alien presence. Of course a different company has decided that the alien threat is too dangerous to play with and nukes the town killing the aliens, the predator and the mutant. So how do Aliens and Predators fit into Chronicle 001? The entire setting of Aliens can be played out in historical Chronicle. But also take into account all those ships that went missing during the Great Outbreak. How about the lost colonies that were cut off from Earth? What if an explorer ship encountered aliens on a far off world? A mining ship might pick up an asteroid with an alien queen hidden inside. What about a Predator hunting colony soldiers on a backwater world? The possibilities are almost endless. Aliens and Predator are properties of 20th Century Fox. This PDF was written by Jay Libby and Art by Jay Libby. Common facts about the Xenomorph (Alien) Species The life form is a combination of silicon and organic based cells. It can eat just about anything. The silicon secretions that come from the alien actually form hive structures, altering materials accordingly. They use the hive walls like a web, feeling intrusion with a simple vibration or touch of the material. A single alien can reproduce asexually if it eats enough raw materials. Aliens retain some knowledge of their host, which gives them an advantage in combat and when dealing with technology. Any alien who gestalts in an animal can actually retain some of the host s form and power. Acidic Blood: 5DC Armor Piercing Lethal Damage (Acid is active for four minutes after leaving the creatures body and then goes inactive) 4

5 A marine gets ready to deal out a serious beating to an alien warrior. 5

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7 Facehugger The alien queen lays large eggs that contain small spider like creatures called facehuggers. Its sole purpose is to plant a fertilized egg into the stomach of a host animal. This small creature has six legs that specialize in moving and grabbing the head of a nearby target. It also has a long tail designed for strangling, in order to force airways open for implantation. Because the facehugger is small, anyone attacking them gets a 4 to hit. There are two real dangers from a facehugger. The first is actually getting one on your face. Once it locks in the only way to remove it is with brute force. That tends to lead to the death of the host. The second danger is the acidic blood of the little bugger. Alien blood is like molecular acid. It burns through anything except another alien. Facehuggers are common wherever there is a queen. It will wait until the most opportune moment to launch itself at a host. Characteristics Smarts: 4 Willpower: 8 Presence: 6 Hand Eye Coordination: 8 Reflexes: 8 Strength: 2 Body: 3 Constitution: 8 Movement: 8 Derived STUN: 15 HITS: 15 Initiative: 12 Actions: 6 Attack: 14 Evade: 14 Education: 4 Perception: 8 Acidic Blood: 5DC Armor Piercing Lethal Damage (Acid is active for four minutes after leaving the creatures body and then goes inactive) 7

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9 Alien Warrior This is the common alien. It is a perfect killing machine that can survive in almost any condition. The warrior by itself is deadly. It just takes one to kill an entire crew. They are also cunning, utilizing crawl spaces and other less accessible areas to maneuver into attack position. In large numbers the warriors will attack in waves totally disregarding their safety unless the queen states otherwise. The warrior stands about eight feet tall, with a black carapace skin that shimmers from the slime it secretes. On the warrior s back there are tubes that produce webbing, allowing it to attach itself to hive ceilings. Its tail has a sharp blade at the end. The claws are razor sharp. The scariest thing about the warrior is the jaw, which shoots out at high speed punching through just about any armor in order to get to the flesh inside. Like with the facehugger, the warrior has highly acidic blood, which makes it harder to fight it with ballistic weapons. Warriors tend to retrieve hosts for the queen and work at expanding the hive using their secretions. If a warrior is isolated from the rest of its kind over a long period, it will actually produce its own hive and start implanting hosts with eggs that it produces in these situations. The warrior may produce one egg per 15 pounds of food or inorganic material it consumes. Characteristics Smarts: 6 Willpower: 8 Presence: 8 Hand Eye Coordination: 6 Reflexes: 6 Strength: 8 Body: 10 Constitution: 10 Movement: 8 Derived STUN: 50 HITS: 50 Initiative: 12 Actions: 7 Attack: 12 Evade: 12 Education: 8 Perception: 10 Natural Armor: 10 KD Acidic Blood: 5DC Armor Piercing Lethal Damage (Acid is active for four minutes after leaving the creatures body and then goes inactive) Jaw: 6d6+STR Armor Piercing Lethal Damage Claws: 4d6+STR Armor Piercing Lethal Damage Tail Blade: 4d6+STR Armor Piercing Lethal Damage Poison: CON save difficulty 12 or be paralyzed for 1d10 turns. 9

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11 Sentry These alien types are designed specifically to defend the hive and the queen from attackers. They are sensitive to anyone touching the webbing inside the hive, like a spider to a web. The sentries are also a lot tougher and can withstand serious damage. Other than that they are just like the warriors. Characteristics Smarts: 8 Willpower: 8 Presence: 8 Hand Eye Coordination: 6 Reflexes: 8 Strength: 10 Body: 10 Constitution: 10 Movement: 8 Derived STUN: 50 HITS: 50 Initiative: 16 Actions: 8 Attack: 16 Evade: 16 Education: 8 Perception: 10 Natural Armor: 15 KD Acidic Blood: 5DC Armor Piercing Lethal Damage (Acid is active for four minutes after leaving the creatures body and then goes inactive) Jaw: 6d6+STR Armor Piercing Lethal Damage Claws: 4d6+STR Armor Piercing Lethal Damage Tail Blade: 4d6+STR Armor Piercing Lethal Damage Poison: CON save difficulty 12 or be paralyzed for 1d10 turns 11

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13 The Queen The alien queen is a large creature who is usually attached to a large egg sack. When she needs to, the queen can break away from the sack to become mobile. Most alien queens stay hidden away in the bowels of ships, caves and other areas less frequented by other species. If players find an egg chamber, they are likely to be next door to a queen. The queen stands about fifteen feet tall, with a large head, a small set of arms by the chest, a larger set of arms and massive legs. The queen only attacks when her royal guards have been defeated. She is also very smart, which makes her extremely dangerous. Scale: 1:10 Characteristics Smarts: 10 Willpower: 10 Presence: 10 Hand Eye Coordination: 10 Reflexes: 10 Strength: 12 Body: 12 Constitution: 10 Movement: 8 Derived STUN: 60 HITS: 60 Initiative: 20 Actions: 9 Attack: 18 Evade: 12 Education: 10 Perception: 12 Natural Armor: 25 KD Special Ability: Lay Eggs (The queen can lay up to 10 eggs per day) Acidic Blood: 5DC Armor Piercing Lethal Damage (Acid is active for four minutes after leaving the creatures body and then goes inactive) Jaw: 6d6+STR Armor Piercing Lethal Damage Claws: 4d6+STR Armor Piercing Lethal Damage Tail Blade: 4d6+STR Armor Piercing Lethal Damage (Remember that damage is 1:10 scaled) 13

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15 Colonial Marine Semper Fi! This is the pride and joy of the military. A colonial marine. Not smart enough not to join the marines, this baddass is all about the glory. In battle these marines will take apart any enemy position. When faced with danger they laugh. When running short they bitch. There is no better place than the corps and a marine is right at home. Most marines act as first responders to colonial issues like uprisings and hijackings. They are the best equipped and know their business. On the colonies, a marine is held in high regard. Characteristics Smarts: 3 Willpower: 4 Presence: 4 Hand Eye Coordination: 4 Reflexes: 4 Strength: 4 Body: 4 Constitution: 4 Movement: 4 Derived STUN: 20 HITS: 20 Initiative: 7 Actions: 4 Attack: 8 Evade: 8 Education: 4 Perception: 4 Tiers: Basic Citizen: 2, Military Basic: 4, Colonial Marine: 4 Equipment: Com Link, Survival Pack, Medical Pack, Motion Tracker Combat Armor: 10 KD Pulse Rifle: 5d6 LETHAL Damage, 80 RNG, 2/4/6 FR, 40 Ammo Grenade Launcher: 2d10x5 LETHAL Damage, 40 RNG, 1 FR, 8 Ammo Other Weapons: Smart Gun (Machine Gun): 7d6 Lethal Damage, 120 RNG, 20/30/40 FR, 800 Ammo Flame Thrower: 4d6 Lethal Damage, 40 RNG, Variable FR, 30 Bursts 15

16 Armored Personnel Carrier This is the basic marine APC. It comes with everything a squad needs to bring down the house on an enemy force. The APC fit perfectly into a dropship. It is also armed with a deadly disruptor cannon that can level whole cities. During combat situations, the APC is used as a command center, monitoring troop progress. Life Support: 6 hours, Long Range Communication (100 Miles), Weapon s Locker (4 Rifles, 2 Flame Units) Scale: 1:10 Power Plant: Fuel Crew: 1 Load Capacity: 15 Troops Move: 4 Ground Maneuver: 2 Body: SP 2K/10 Kills Weapons: (2) Missile Launchers: 5d6x10 Lethal Damage, 500 RNG, Variable FR, 16 Ammo Laser Cannon: 4/8/2K Armor Piercing Lethal Damage, 300 RNG, Variable FR, 50 Shots Disruptor Cannon: 6/10/4 Armor Piercing Lethal Damage, 500 RNG, 1 FR, 5 Shots Mortar: 1d6x2 Lethal Damage, 100 RNG, 1 FR, 32 Rounds 16

17 Dropship This is a typical Colonial Marine dropship. They are built to carry APCs into battle and dust off shortly after dumping their payload. The dropship is also perfect for air support during ground operations. This combat transport is usually released from an orbital platform or starship. The dropship has: Medium Range Scanners (+4 to Perception), Heat Shielding (for Reentry), VTOL Thrusters (for landing), Full Life Support (4 days), Repair Gear, Medical Kit, Emergency Rations (4 days), Sun Screen (Cockpit), Ejection System (for Navigator and Pilot), Emergency Parachute (for CDS), 4 Fire Extinguishers, Flood Lights, GPS, Long Range Communications (250 miles), Radiation Shielding, Crew Tactical Armor (3) and Assault Rifles (3) Scale: 1:100 Power Plant: Fusion Crew: 2 (Navigator, Pilot and Crew Chief for rear hatch) Load Capacity: 20 Troops or 1 Scale 1:10 vehicle Move: 20 Maneuver: 2 Space/ 4 Atmosphere Cockpit: SP 4K/ 4 Kills Body: SP 4K (8K underbelly)/20 Kills VTOL Thrusters: SP 4K/ 4 Kills Weapons: (2) Light Missile Launchers: 1d6 Kills Lethal, 500 RNG, Variable FR, 18 Ammo per bay Chain Gun: 5d6x10 Lethal Damage, 200 RNG, 100/200/300 FR, 1500 Ammo Laser Cannon: 4/8/2 Kills Armor Piercing Lethal Damage, 500 RNG, 1 FR 17

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19 The Predator The Predators are a race of hunters that travel through space collecting trophies from harsh alien worlds. They hunt for the sport of it. The philosophy of their race is simple: Hunt with honor. There is no glory in killing an unarmed prey unless they are just as dangerous unarmed as they are armed. Most Predators travel solo, seeking out a prey and making sure that it is they alone hunting it. Other Predators might sit and watch. If one of their own falls then the victor gains the spoils of that hunter. One might be surprised at how technologically evolved the Predators are. Besides a collection of primitive melee weapons, these hunters also sport plasma shoulder launchers and a variety of plasma pistols and rifles. But the thrill of a good hunt is one without guns. The greatest tool of the Predator is the cloaking device it uses. While not perfect (it leaves a blur field around it), the device makes it almost impossible to spot a hunter standing still. Once a Predator kills his prey, they then skin it and remove the skull, cleaning it carefully for the trophy rack. If a Predator feels they might be defeated, they will activate a small neutron self destruct device built into their wrist armor. Characteristics Smarts: 6 Willpower: 8 Presence: 8 Hand Eye Coordination: 8 Reflexes: 8 Strength: 10 Body: 10 Constitution: 10 Movement: 6 Derived STUN: 50 HITS: 50 Initiative: 14 Actions: 7 Attack: 16 Evade: 16 Education: 12 Perception: 12 Natural Toughness: 8 KD Body Armor: 15 KD ( 5 to be spotted while moving, 10 to be spotted while standing still when cloaked) Self Destruct: 100 Points of Lethal Damage Forearm Blades: 3d6+STR Lethal Damage Throwing Disk: 4d6+STR Armor Piercing Lethal Damage Shoulder Plasma Cannon: 8d6 Lethal Damage, 100 shots (Must cool down every 10 shots) Other Weapons Dart: 3d6 Lethal Damage Net Launcher: 1d6 Armor Piercing Damage (per round caught in net due to razor wire) Spear: 5d6+STR Armor Piercing Lethal Damage Throwing Blade: 3d6+STR Armor Piercing Lethal Damage 19

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