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ONLY WAR
ONLY WAR

ONLY WAR

CREDITS

WRITING AND DEVELOPMENT

Mark Newman

BASED ON DARK HERESY, DESIGNED BY

Owen Barnes, Kate Flack, and Mike Mason

PLAYTESTERS

Alexander Farley, Emma Newman, Dean Rollinson, Michael Snow

THE OBLIGATORY DISCLAIMER

Only War and all associated materials are property of Fantasy Flight Games. Warhammer 40,000 is property and copyright of Games Workshop Limited.

This document is produced under terms of ‘fair use’, and is not intended to generate profit of any kind. It is made by the fans, for the fans. Images used herein were not produced by the author, and were sourced from a variety of websites including google images and deviantart. If I’ve used something that belongs to you and you either want it removed or your name credited, please let me know and I’ll be happy to comply.

Any material used herein is not intended as a challenge to or violation of any respective copyright. All rights reserved to their respective owners.

FANTASY

FLIGHT

GAMES

Fantasy Flight Games 1975 West County Road B2 Roseville, MN 5 5113 USA

Only War is copyright © Games Workshop Limited 2012. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Only War, the foregoing marks' respective logos, and all associated marks, logos, places, names, creatures, races and race insignia/ devices/ logos/ symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer 40,000 universe and the Only War game setting are either®, TM, and/or © Games Workshop Ltd 2000-2012, variably registered in the UK and other countries around the world. All rights reserved to their respective owners.

For more information about the ONLY WAR line, free downloads, answers to rule queries, or just to pass on greetings, visit online at

www.FantasyFlightGames.com

CONTENTS

Changes to Chapter I: Playing the Game 7

Introduction

7

Future Releases

7

Changes to Chapter II: Regiment Creation

8

New Regiments

8

Colonial Marine Corp

9

Consultant

10

Synthetic

11

Corporate PMC

12

Changes to Chapter III: Character Creation

13

New Specialties

13

Marines

15

Corpsman

15

Infantryman

17

Line Officer

19

Sergeant

21

Smart Gunner

23

Auxiliaries

25

Aviator

25

Combat Engineer

27

Corporate Staff Officer

29

Force Recon

31

Scout Sniper

33

Consultants

35

Colonist

35

Engineer

37

Executive

39

Flight Officer

41

Medic

43

Synthetics

45

Combat Android

45

Sleeper Agent

47

Technician

49

Changes to Chapter IV & V: Skills, Talents & Traits

51

New Skills

51

Common Lore

51

Forbidden Lore

51

Scholastic Lore

51

New Traits

51

Acid Blood

51

Synthetic

51

Changes to Chapter VI: Armoury

53

New Weapons

53

Solid Projectile Weapons

54

Plasma Weapons

58

Flame Weapons

58

Low-Tech Weapons

59

Launchers

59

Grenades, Missiles & Rounds

61

Exotic Weapons

62

Weapon Upgrades

63

New Armour

64

New Wargear

65

Clothing & Worn Gear

65

Tools

66

New Vehicles

71

ATV NR6

71

Caterpillar P5000 Work Loader

71

Daihotai Tractor

71

Ejection Capsule

72

M22A3 Jackson Medium Tank

72

M34A2 Longstreet Light Tank

73

M40 Ridgeway Main Battle Tank

73

M577A1 APC

73

RT Series Group Trans

74

UD4L Cheyenne Dropship

75

Changes to Chapter X: Adversaries & NPCs

77

Civilian Personnel

77

Military Personnel

78

Synthetics

82

Xenomorph XX121

84

Surgical Removal

84

Gestation

85

Inner Jaw

86

CHAPTER I:

PLAYING THE GAME

Welcome to Aliens: Only War, an adaptation of the rules for Fantasy Flight Games’ Only War RPG. The rules presented here allow you to use Only War to run games in the ‘Aliens’ universe, made famous by the James Cameron movie of the same name. As a unique and well-defined setting, Aliens: Only War requires a plethora of new rules to run effectively and you will find them below, broken up by chapter in the same order that you will find them in the Only War Core Rulebook. However, unless this book says otherwise, refer to the Only War core rulebook to resolve all other rules questions. Aliens: Only War uses all of the same basic rules and conventions as its parent game. The main differences lie in character creation, equipment and NPCs, each represented herein in their own sections. Otherwise, this game is (rules wise) the same as Only War; it uses the same ten-sided dice, characteristics Isolation and Aliens: Colonial Marines), future supplements will cover Prometheus in more detail, Alien: Resurrection, the Predator movies, and

are generated in the same way, Tests are resolved and Fate points spent in the same manner, and movement works the same way. Of particular note are Only War’s rules for Lighting, Flying and Gravity. Aliens: Only War by the very nature of the setting takes place in exotic, hostile alien environments. Take the time to familiarise yourself with these rules, and it will pay dividends once play begins.

FUTURE RELEASES If Aliens: Only War is well received, a number of future supplements are already on the drawing board. Since this core game covers only the original Alien Trilogy (that is Alien, Aliens and Alien 3 ) along with a handful of elements from Prometheus and more recent video games (Alien: Isolation and Aliens: Colonial Marines), future supplements will focus on elements missed out from other media, including the various books and graphic novels set in the Aliens universe. Additionally, there will be books covering various dramatis personae, including all named characters from the original Alien Trilogy and Prometheus. Finally, there may even be material covering Alien vs. Predator, and the fearsome Yautja of the Predator franchise. potentially other sources such as novels, graphic novels, older video games and future movie releases.

franchise. potentially other sources such as novels, graphic novels, older video games and future movie releases.

7

CHAPTER II:

REGIMENT

CREATION

The following are new Regiments intended for use in the Aliens: Only War setting. It should be noted that these are not ‘regiments’ in the sense normally implied by a game of Only War; they represent a basic training package appropriate to the setting that still allows the characters to be used with the Only War rules. Some of them are military, and some of them are not. However, they are all compatible with one another, and (hopefully) relatively balanced. It should also be remembered that while the United States Colonial Marine Corp (USCMC) is the primary protagonist of this setting, that doesn’t mean that they’re the only protagonists. The player characters may be government troops or PMC operators working for a private interest, and they may even be cooperating with the USCMC; if you want real life inspiration for this kind of story, just read

about the myriad of private military companies

operating in Africa and the Middle East. A game about a group of civilians can also be a whole lot of fun, if a little more scary. Ordinary people typically do not have access to stockpiles of deadly military-grade weaponry, so encounters with Xenomorphs are typically about survival rather than victory. It’s also entirely possible to mix and match the two groups; we saw exactly this situation in the movie Aliens, when Ellen Ripley and Carter Burke accompanied the ill-fated platoon of marines to LV-

426.

Another alternative possibility for a game would revolve around a group of synthetics; teams of combat androids have existed in various media throughout the Aliens franchise, including books, graphic novels and video games, so such an occurrence is not outside the bounds of possibility. Finally, remember that whichever way you choose to take your game, the goal is always to have fun. Sure, this is a horror game about a terrifying and malicious alien species, but that doesn’t mean that it has to be filled with grim determination and weeping ennui. After all, it’s fun to be a little scared – if it wasn’t, then we wouldn’t enjoy the movies that inspired this game.

it’s fun to be a little scared – if it wasn’t, then we wouldn’t enjoy the

8

COLONIAL MARINE CORP

See, these Colonial Marines are very tough hombres. They're packing state of the art fire power… there's nothing they can't handle.”

- Carter Burke, Weyland-Yutani Special Projects Director

The United States Colonial Marine Corps (USCMC), commonly known as the Colonial Marines, is the successor to the United States Marine Corps and is the United Americas' primary "force-in- readiness", who are at all times ready for immediate deployment without any additional reinforcement, training or provisioning. They specialize in force projection, being able to operate independently in environments far from home for extended periods thanks to their technological prowess and sizeable space fleet at their disposal. The Colonial Marines, along with the United States Army, are part of the United Americas Allied Command. The primary duties of the Colonial Marine Corps are to maintain security for all United Americas signatories and at all extraterrestrial colonies that fall under United States of America's control, and serve as the vanguard of any major combat operation. They have fought on more than two dozen worlds, including Tientsin (8 Eta Bootis A III), Helene 215, Linna 349, BG-386, LV-1201, LV-742, and the infamous Acheron (LV-426). The USCM is the major striking element of the United Americas Allied Command, and is the nation's only major means of forcibly entering a hostile area from space. Its ability to project power on distant worlds makes it an essential element to the nation's security, and as such its versatility and responsiveness are key in any crisis at all times. Each Colonial Marine Division is a balanced force of combat, service and support elements allowing for orbital assault and sustained ground

operations. The Division is organized around three infantry regiments. The Marine Assault Unit, or MAU, is the building block of Colonial Marine combat forces, a reinforced battalion designed for independent deep- space operations far from reinforcement or logistical support. At minimum each MAU has the logistical capacity for thirty days of combat operations. The MAU is commanded by a HQ platoon, with a logistics platoon, maintenance company and medical unit attached for non-combat support. Additional combat-oriented support units include a recon platoon, scout-sniper squad, and a combat engineer platoon. A heavy ordinance company is also attached for heavy fire support and aerospace defense, and can include self-propelled artillery, anti-ballistic and anti-space systems. Two to four infantry companies provide the heart of the MAU, with each company incorporating support elements such as mortars, anti-tank and SAM missiles that can be distributed among their line platoons. If sufficient starlift capacity is available, an armored company of fourteen tanks may also be attached. An Aerospace Drop Group and some Attack Group elements are also attached to the MAU, while the number and type of USAF Fleet units varies according to mission type and size. The organization of the rifle platoons is representative of the USCMC doctrine of small, autonomous infantry units capable of independent action on a non-linear battlefield. The platoon commander, a lieutenant, is assisted by one or two Synthetics as technical and scientific advisers, medics and drivers. The platoon is divided into two sections, which are further divided into two squads of four Marines each. Each section is led by a sergeant and includes a driver for an APC. In addition, during Drop operations each section is assigned a UD-4 Dropship from the aerospace company team. Including the platoon commander and crews for the dropships and APCs, a full-strength rifle platoon would number twenty-five Marines, though in practice the platoon operates with fewer personnel.

COLONIAL MARINE CORP REGIMENT RULES

Characters belonging to the Colonial Marine Corp gain the following advantages:

Characteristic Modifiers: +3 Agility, -3 Perception, +3 Willpower and +3 to any one other Characteristic. Starting Skills: Common Lore (Colonies), Common Lore (USCMC), Linguistics (English), Operate (Surface) Starting Talents: Combat Formation or Double Team, Peer (USCMC), Rapid Reaction,-- Rapid Reload Corporate Educated: Most citizens are educated in schools and colleges owned or funded by huge multinational corporations, and the corps are careful to educate their pupils only in a cost-effective manner. Colonial Marine Corp characters suffer a -5 penalty on all Esoteric Lore (Int) Tests. Well-Provisioned: Colonial Marine Corp characters receive a +10 bonus on all Logistics tests made to obtain fuel and parts for repairing and maintaining M577 Armored Personnel Carriers and UD4L Cheyenne Dropships. Wounds: Characters from this regiment generate starting Wounds normally. Standard Regimental Kit: 1 M4A3 pistol with 4 clips, 1 flak vest, 3 B15 frag grenades, knife, combat uniform, work uniform, poor weather gear, rucksack, basic toolkit, mess kit and water canteen, blanket and sleep bag, TNR shoulder lamp, grooming kit, dog tags, 4 weeks’ MREs, radio with headset, wristwatch, ME3 hand welder, 1 M577 Armored Personnel Carrier per squad and 2 M314 motion trackers per squad. Favoured Weapons: M41A Pulse Rifle, M56 Smartgun

9

CONSULTANT

“She’s supposed to be some kind of consultant. Apparently, she saw an Alien once…”

- Corporal Ferro, USCMC

Despite the breadth of training available, the USCMC cannot prepare its troops to cover all eventualities. At the heart of it all, they are professional soldiers, and view the world as such. As a result, sometimes it is necessary to bring in civilian consultants, people with non-military skill sets that are nevertheless vital to the completion of a mission or objective. Consultants often have a hard time adjusting to the rigours of a military lifestyle, and few stay with the USCMC for longer than they have to. Most civilian consultants are born within the Sol system on either Earth or the Olympia colony on Luna. However, thanks to the widespread colonisation of other star systems, this is by no means a given. Humans are nothing if not diverse. The nuclear family is considered vital to modern colonisation efforts, and the human population of near-earth space has exploded in recent decades. Most human colonies are thriving, bustling communities, and even small settlements can contain dozens of families. However, despite the rise in off-world population, scientific research, off-world construction and crewing a starship are still highly specialised jobs

requiring extensive training. As a result, all but the most menial of labourers are educated to at least University level, with many consultants possessing Post-Graduate degrees in Engineering or the Sciences. University campuses and Aeronautics training facilities can be found not just on Earth, but also on Luna, and even as far away as Mars. Even someone who might be considered a blue-collar grease-monkey is likely to possess at least a degree in aerospace engineering. Another common factor amongst most civilian consultants is an ICC license. The Interstellar Commerce Commission is the central organisation through which interstellar trade is conducted and monitored, and they operate independantly of national governments. All trade vessels and crew members are required by law to hold an ICC license, and revocation of a license can end a promising career. Because ICC approval is required to work off-world, most civilians are reluctant to take any sort of action that might jeopardise their license. In nearly all cases, no license means no job. Despite all of this, one shouldn’t think of civilians as academics with little physical capability; space travel and life on hostile alien worlds requires a special breed of people. Human crews and colonists tend to be tough, strong-minded, resourceful individuals who are very good at their job. When the chips are down, these everyday heroes can be every bit as driven as their military counterparts.

CONSULTANT RULES

Consultant characters gain the following advantages:

Characteristic Modifiers: +3 to any three Characteristics, -3 to one Characteristic. Starting Skills: Common Lore (choose one), Linguistics (choose one), Tech-Use, Trade (choose one). Starting Talents: Paranoia or Light Sleeper or Unremarkable, Peer (choose one), Weapon Training (choose one). Civilian: Consultant characters suffer a -10 penalty on Interaction Tests with military personnel, including Colonial Marines and PMC operatives. Wounds: Characters from this regiment have 1 fewer starting Wounds than normal. Standard Regimental Kit: Job-appropriate clothing, briefcase or rucksack, basic toolkit or dataslate or medikit, cellphone or radio with headset, wristwatch. Favoured Weapons: Fire Axe, U4 Firebomb

10

SYNTHETIC

It's just common practice. We always have a synthetic on board.

- Carter Burke, Weyland-Yutani Special Projects Director

Synthetics, also called androids, are bio mechanical humanoids. They are robots that closely emulate humans in both appearance and action. Although an android's cosmetic appearance would seem to be a superfluous feature, practical experience has shown that most humans are psychologically unable to interrelate with an inhuman-looking android; as a result, the physical appearance and simulated behavior patterns of androids are designed to particular specifications. Their personalities can best be described as passive or non-threatening. The modern Synthetic is a complex machine: stronger, faster and better coordinated than an average human. The basic chassis is a carbon fiber skeleton. The muscles are vat-grown silicon colloids powered by pumped micro-hydraulics or electrical stimulation. Power for the android is supplied by a 25 kW hydrogen fuel cell with a life of approximately 400 days between refueling. This power cell is located within the android's chest; access is via a hidden socket located just underneath the rib-cage, and it usually takes at least 72 hours to fully charge. As in humans, the skeletal structure is inherently unstable and is effectively suspended by the musculature. No limb locking, joint motorization or gyrostabilisation is present as in other anthropomorphic frames such as power loaders; instead, the muscles must work actively to keep the

chassis upright. Though the muscles can withstand considerable wear, the lack of self-repair capabilities means they will eventually lose their strength and become increasingly elastic. Regular overhauls are required to maintain efficiency, and individual elements should be replaced every two years depending on workload. The circulatory fluid is a form of white liquid latex used to lubricate their interior systems. Current Synthetics typically possess an integrated Carbon 60 processor ‘brain’ with a processing speed of 10 15 floating point operations per second. Memory capacity includes 1 terabyte of fast cache buffer RAM and 1.2 petabytes of non-volatile memory. The system is built around a powerful heuristic logic driver, designed to make decisions based upon sensory data, experience and vast inbuilt databases. Intuitive functions are derived from a suite of nested contextual and semantic programs linked by self-mapping loops of tangled hierarchies. However, an android's ability to understand abstract concepts and symbolism, though powerful, is limited. A Synthetic mind and personality is essentially a construct, and there is no true self-awareness as such, though this may not be at all apparent to an untrained observer interacting with a unit. Those androids designed for close social interaction with humans are able to eat and drink, though they gain no nutrients from anything they consume. Food and drink is stored in an artificial stomach cavity, and must be expelled via vomiting or catheter. Androids display synthesized emotion, superficially register self-awareness and, most importantly of all, have the ability to conceptualize and offer opinion. However, these capabilities do not infer human-like consciousness, even though for all intents and purposes synthetics are AI.

SYNTHETIC RULES

Synthetic characters gain the following advantages:

Characteristic Modifiers: +3 Agility, +3 Intelligence, +3 Strength, -3 Fellowship Starting Skills: Common Lore (Synthetics), Linguistics (English), Logic, Tech-Use

Starting Talents: Chem-Geld, Foresight, Total Recall Starting Traits: Synthetic, Unnatural Intelligence (2), Unnatural Strength (2) The Laws of Robotics: A Synthetic character is subject to the following behaviour inhibitors; they may not take any action that violates any of these Laws.

The First Law: A synthetic may not harm, or by omission of action allow to be harmed, a human being.

The Second Law: A synthetic must obey the orders given to it by human beings, except where such orders

would conflict with the First Law.

The Third Law: A synthetic must protect its own existence as long as such protection does not conflict with the

First or Second Law. These laws should be strictly enforced by the GM, preventing synthetic characters from taking any action that would violate any of these conditions. Wounds: Characters from this regiment generate starting Wounds normally. Standard Regimental Kit: Clothing and/or uniform, rucksack, basic toolkit, grooming kit, radio with headset,

wristwatch. Favoured Weapons: None

11

CORPORATE PMC

The troops are Weyland-Yutani PMCs. Those are guns for hire.

- Private Clarison, USCMC

Corporate Private Military Contractors (PMC) are part of a privately owned military division of a Corporation. They are charged with providing security for the company's more sensitive operations, and are deployed much in the same manner as the Colonial Marines. As employees of a private sector agency Corporate PMCs are well-trained, well- equipped and practically invisible to external oversight. PMC troops are often stationed aboard space vessels and orbital facilities, overseeing research being carried out by other corporate employees. They are trained to fight in a variety of environments, including planetside, aboard space vessels and even in hard vacuum. They count among their number specialists every bit as competent and experienced as those within the Colonial Marines Corp. PMC troops characteristically wear body armor either in the colours of their parent corporation, or appropriate to the environment in which they are deployed. They are also usually heavily armed, carrying an array of both military and privately-

manufactured weaponry. The majority of PMC combat personnel usually carry M41A Pulse Rifles or NSG 23 Assault Rifles, although some heavy troopers are armed with M56 Smartguns. The PMCs who operate inside sensitive laboratory environments are additionally equipped with hazmat suits over their armor.

PMCs also heavily employed fixed defences as part of their operations, frequently using Turrets and Remote Sentries to defend key positions. They may even set up batteries of heavy anti-aircraft guns in and around a facility to defend it from aerial assault.

Outside of their role as corporate security, many companies hire out their private security forces to third parties. These include government officials, small corporations without a security force of their own, private citizens, charities, aid agencies and even the occasional celebrity. In such circumstances they are surprisingly discreet, acting as smartly presented bodyguards and onsite security. Because of their status as private contractors, PMCs are often employed by government intelligence agencies, allegedly making up around a third of the workforce employed in the field. The deniability offered by using non-government assets is an attractive incentive for many covert groups, and PMC troops can expect to be lumbered with the dirtiest and most unethical jobs. It’s a good thing that they’re only in it for the money…

CORPORATE PMC REGIMENT RULES

Characters belonging to the Corporate PMC gain the following advantages:

Characteristic Modifiers: +3 Toughness, +3 Weapon Skill Starting Aptitude: Willpower Starting Skills: Command, Common Lore (Corporations), Inquiry, Linguistics (English), Tech-Use Starting Talents: Nerves of Steel Abundant Resources: A squad from a Corporate PMC regiment starts with 10 extra Logistics rating. Corporate Training: A Corporate PMC character may choose to start with Air of Authority or Peer (Corporations). Duty and Honour: Corporate PMC characters suffer a -10 penalty on all Charm, Inquiry and Deceive tests made to interact with characters who are not corporate contractors, employees or executives. However, they gain a +10 bonus on all those same Skill Tests when dealing with corporate contractors, employees and executives. Wounds: Characters from this regiment generate starting Wounds normally. Standard Regimental Kit: 1 Good craftsmanship WY-88 mod 4 combat pistol with 6 clips, 1 good craftsmanship flak vest, 3 B15 frag grenades, knife, PMC uniform, poor weather gear, rucksack, basic toolkit, mess kit and water canteen, blanket and sleep bag, TNR shoulder lamp, grooming kit, 4 weeks’ MREs, radio with headset, wristwatch, respirator, 2 UA 571-C Automated Sentry Guns per squad and 2 M314 motion trackers per squad. Favoured Weapons: M56 Smartgun, NSG 23 Assault Rifle

12

CHAPTER III:

CHARACTER

CREATION

After choosing your Regiment, follow the steps below to create an Aliens: Only War character. These steps are almost identical to those found in Chapter III of the Only War Core Rulebook; exceptions are noted.

STAGE 1: GENERATE CHARACTERISTICS

Generate Characteristics normally, as described in Chapter III of the Only War core rulebook.

STAGE 2: CHOOSE SPECIALITY

As a unique setting, the standard Only War Specialities would be inappropriate for Aliens Characters. In the following section are appropriate new Specialities intended for use with this setting. Colonial Marine and Weyland-Yutani PMC Characters choose their Speciality from the Marines or Auxiliary sections below. Consultants and Synthetics choose their Speciality from the section of the same name.

STAGE 3: MOVEMENT, WOUNDS, FATE, AND SPENDING EXPERIENCE

Generate Movement, Wounds and Fate points normally, as described in Chapter III of the Only War core rulebook.

MARINES

Marines are the basic grunts of the USCMC. They form the bulk of Colonial Marine forces and face all of the risks of fighting on the front lines. They are drawn from all walks of life, and can be of any colour, creed or nationality. In Aliens: Only War, there are five different types of Marine that can be part of a Colonial Marine or PMC squad.

Corpsman: Battlefield medics, the corpsman provides

immediate treatment of wounds on the front lines.

Infantryman: The average USCMC grunt is the infantryman,

and they are the backbone of PMCs and the Colonial Marine

Corp.

Line Officer: Leading from the front, line officers are the leaders who get their hands dirty with the troops.

Sergeant: The bridge between officers and enlisted troops,

sergeants are veteran soldiers who are an inspiration to their

men and a vital source of advice for their superiors.

Smart Gunner: Trained specifically to operate the M56 smartgun, these marines are strong, tough and deadly.

AUXILIARIES

USCMC Auxiliary personnel are highly trained specialists that provide support to frontline troops. They typically see less combat than most marines (although this is not always the case), being far more useful for their situation-specific skillsets.

In Aliens: Only War, there are five different types of Auxiliary specialist that can be part of a Colonial Marine or PMC squad.

Aviator: A skilled pilot capable of providing transportation or

air cover, the aviator is vital to getting where you are going.

Combat Engineer: Also called pioneers or sappers, combat

engineers build things for their allies and destroy things that

belong to the enemy.

Corporate Staff Officer: Trained in one of the new corporate

military academies, corporate staff officers make up for a lack

of experience with a wealth of tactical knowledge.

Force Recon: These marines don’t just provide recon, they are also highly trained commandos capable of striking the enemy where they least expect it.

Scout Sniper: Often operating in pairs far behind enemy

lines, the scout sniper is a valuable ally capable of accurate fire far beyond that of most of their comrades.

CONSULTANTS

Civilian consultants are a surprisingly common sight on many USCMC missions. Most consultants are brought along either because they have more relevant local knowledge than standard

Intel can provide, or they are possess useful non-military skills and training than can only be found outside the USCMC. In Aliens: Only War, there are five different types of Consultant that can assist a Colonial Marine or PMC squad.

Colonist: Tough, capable survivalists, colonists push forward

the frontiers of human exploration, establishing settlements on

new worlds across the galaxy.

Engineer: Space exploration requires advanced technology,

and sometimes that technology breaks down. The Engineer is the go-to-guy (or gall) who fixes things that are broke.

Executive: A specialist in all things private-sector, if you’re planning any sort of dealings with the authorities then you’ll want to bring an expert along.

Flight Officer: FTL space vessels are the backbone of

modern space travel, and the flight officer is one of the few people extensively trained in their operation.

Medic: Covering everything from paramedics to surgeons, the

medic is the one who puts you back together when you end up broken.

SYNTHETICS

Androids are common additions to most spaceflights and off world missions. They are capable of completing tasks that would be too dangerous for most humans, and they can be programmed with skills and abilities as suits their assigned role. In Aliens: Only War, there are three different types of Synthetic that can assist a Colonial Marine or PMC squad.

Combat Android: Built and programmed for combat, these

androids are dedicated, single-minded and utterly merciless in the pursuit of their orders.

Sleeper Agent: Some classes of android can pass for human so well that they can make for excellent spies.

Technician: The most common type of artificial person in

existence, technicians see use in all walks of life across the

whole of human space

13

CORPSMAN

Physically she’s okay. Borderline malnutrition, but I don’t think there’s any permanent damage.

- Corporal Cynthia Dietrich

Corpsmen are combat medics, and they are utterly vital to the long-term functioning of any military unit. Very few soldiers complete a full tour on the front lines without sustaining an injury of some sort, and even very minor wounds can be fatal if left untreated. The corpsman works in a wide variety of capacities and locations, not just in combat. These locations can including ‘shoreestablishments such as hospitals and clinics, aboard starships, and as the primary medical caregivers for personnel while in the field. Corpsmen are frequently the only medical care- giver available in many USCMC units on extended deployment. Their most common role is as battlefield medics, rendering emergency medical treatment in a combat environment. Because of the nature of their work, corpsmen will often be expected to provide initial treatment for wounds caused by explosives and high velocity impacts. Burns and soft-tissue injuries are also common, as is contamination of wounds by foreign substances. Additionally, some injuries may involve severe damage to muscle and bone, and may require treatment of badly damaged or even severed limbs. In extreme circumstances, the corpsman will be required to supply palliative care to a critically wounded comrade. In Aliens: Only War, those Marines who focus on healing wounded allies fall under the Corpsman specialty. They have specialist training that deals specifically with the most common wounds associated with combat, including the psychological damage that may be associated with combat in exotic environments or against strange new species. That said, don’t assume that a corpsman is any less capable in combat than any other marine; they’re still soldiers carrying a plethora of lethal weaponry. The main difference is that these marines are not just expected to fight, they are also expected to treat wounded allies, often under fire and in conditions that are anything but sterile.

New Players: Rules on Aptitudes and spending experience to advance your character are provided on page 64 of the Only War core rulebook. To help you along, the table on the following page entitled Corpsman Recommended Advances offers some suggestions on which Advances to initially work towards as you begin your career in the Aliens setting.

STARTING APTITUDES, TALENTS AND MODIFIERS

Characteristic Bonus: +5 Intelligence. Starting Aptitudes: Ballistic Skill, Fieldcraft, Intelligence, Knowledge, Perception, Willpower. Starting Skills: Medicae, Scholastic Lore (Chemistry), Scrutiny. Starting Talents: Swift Suture, Weapon Training (Flame or Solid Projectile, Low-Tech). Specialist Equipment: M41A Pulse Rifle with 4 Pulse Rifle clips (with U1 Grenade Launcher or U7 Tac-Shotgun) or M240 Incinerator with 4 fuel tanks, M3 Pattern Personal Armor, M10 Pattern Ballistic Helmet, Injector, Medikit. Wounds: 8+1d5

with 4 fuel tanks, M3 Pattern Personal Armor, M10 Pattern Ballistic Helmet, Injector, Medikit. Wounds: 8+1d5

15

COMRADE ADVANCES

These are Advances that may be purchased by the Corpsman to enhance the abilities of his Comrade.

MEDIC!

Type: Order (Half Action) Cost: 300 xp Effect: A good assistant is invaluable when treating multiple patients. As long as his Comrade is within range of communication, the Corpsman may perform Medicae Tests on any character next to the Comrade at a -10 penalty.

TRAINEE CORPSMAN

Type: Passive Cost: 250 xp Effect: The Corpsman is accompanied by a trainee, learning at their side in the field. For Extended Care Medicae Tests, the Corpsman’s Comrade counts as an assistant trained in Medicae. Additionally, the Corpsman’s Medicae Test suffers no penalty for additional patients.

CORPSMAN RECOMMENDED ADVANCES

 

Advance

Type

Page

Prerequisites

Intelligence - Simple

Characteristic

65

Intelligence - Intermediate

Characteristic

65

Intelligence - Simple

Perception - Simple

Characteristic

65

Perception - Intermediate

Characteristic

65

Perception - Simple

Willpower - Simple

Characteristic

65

Willpower - Intermediate

Characteristic

65

Willpower - Simple

Awareness

Skill

76

Awareness +10

Skill

76

Awareness

Dodge

Skill

79

Dodge +10

Skill

79

Dodge

Logic

Skill

83

Logic +10

Skill

83

Logic

Medicae +10

Skill

83

Medicae

Scholastic Lore (Chemistry) +10

Skill

87

Scholastic Lore (Chemistry)

Scrutiny +10

Skill

88

Scrutiny

Tech-Use

Skill

90

Tech-Use +10

Skill

90

Tech-Use

Combat Sense

Talent

97

Per 40

Foresight

Talent

99

Int 30

Jaded

Talent

101

Wp 40

Light Sleeper

Talent

101

Per 30

Master Chirurgeon

Talent

102

Medicae +10

Nerves of Steel

Talent

103

Paranoia

Talent

104

Total Recall

Talent

106

Int 30

Weapon Training (Flame)

Talent

108

Weapon Training (Solid Projectile)

Talent

108

These Advances may have already been granted by this Speciality during character creation.

16

INFANTRYMAN

I wanna introduce you to a personal friend of mine. This is an M41A Pulse Rifle, ten millimeter, with over- and-under thirty millimeter pump action grenade launcher. Feel the weight.

- Corporal Dwayne Hicks

The Infantryman is a soldier that fights on foot, specifically trained to engage, fight, and defeat the enemy in face-to-face combat. The infantry are the tip of the spear of a modern army, and continually undergo training that is more physically stressful and psychologically demanding than that of any other branch, emphasizing teamwork in the deployment of spontaneous, sustained aggression. Often thought of as just ‘grunts’ by outsiders, the average Marine is actually one of the most tech-savvy soldiers in human history. Even given the presence of auxiliaries and other support specialists, regular infantry still make use of motion trackers, remote robot sentries and electronic hacking tools. All Marines carry a basic toolkit for a very good reason.

In Aliens: Only War, those Marines who focus on perfecting a broad range of combat abilities fall under the Infantryman specialty. Not simply limited to the ubiquitous pulse rifle, an Infantryman could be a master of CQB, a highly trained EOD expert or a specialist in the use of deadly flamethrowers. Whatever their weapon of choice, these Marines make up the backbone of the USCMC, and are a force to be reckoned with. New Players: Rules on Aptitudes and spending experience to advance your character are provided on page 64 of the Only War core rulebook. To help you along, the table on the following page entitled Infantryman Recommended Advances offers some suggestions on which Advances to initially work towards as you begin your career in the Aliens setting.

17

STARTING APTITUDES, TALENTS AND MODIFIERS

Characteristic Bonus: +5 Ballistic Skill or Weapon Skill. Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill. Starting Skills: Athletics or Survival, Common Lore (USCMC, War), Navigate (Surface). Starting Talents: Rapid Reload, Weapon Training (Flame, Low-Tech, Solid Projectile). Specialist Equipment: M41A Pulse Rifle with 4 Pulse Rifle clips (with U1 Grenade Launcher or U7 Tac-Shotgun) or M240 Incinerator with 4 fuel tanks; M3 Pattern Personal Armor; M10 Pattern Ballistic Helmet. Wounds: 8+1d5

or M240 Incinerator with 4 fuel tanks; M3 Pattern Personal Armor; M10 Pattern Ballistic Helmet. Wounds:

COMRADE ADVANCES

These are Advances that may be purchased by the Infantryman to enhance the abilities of his Comrade.

COVERING FIRE

Type: Order (Free Action) Cost: 200 xp Effect: Infantry are by their nature team players, covering each other’s backs. For the next Round, as long as his Comrade is in Cohesion the Infantryman gains a +10 to all Dodge Tests.

SUPRESSING FIRE

Type: Order (Half Action) Cost: 300 xp Effect: An experienced soldiers understands that volume of fire is often more important than accuracy. If his Comrade is in Cohesion, all of the Infantryman’s attacks this Turn gain the Pinning Quality.

INFANTRYMAN RECOMMENDED ADVANCES

 

Advance

Type

Page

Prerequisites

Agility - Simple

Characteristic

65

Agility - Intermediate

Characteristic

65

Agility - Simple

Ballistic Skill - Simple

Characteristic

65

Ballistic Skill - Intermediate

Characteristic

65

Ballistic Skill - Simple

Weapon Skill - Simple

Characteristic

65

Weapon Skill - Intermediate

Characteristic

65

Weapon Skill - Simple

Athletics

Skill

75

Athletics +10

Skill

75

Athletics

Common Lore (USCMC) +10

Skill

78

Common Lore (USCMC)

Common Lore (War) +10

Skill

78

Common Lore (War)

Dodge

Skill

79

Dodge +10

Skill

79

Dodge

Navigate (Surface) +10

Skill

85

Navigate (Surface)

Operate (Surface)

Skill

85

Operate (Surface) +10

Skill

85

Operate (Surface)

Survival

Skill

90

Survival +10

Skill

90

Survival

Arms Master

Talent

95

WS 40, BS 40, Weapon Training (any two)

Crack Shot

Talent

97

BS 50

Deadeye Shot

Talent

97

BS 30

Hip Shooting

Talent

100

BS 40, Ag 40

Quick Draw

Talent

104

Sure Strike

Talent

106

WS 30

Target Selection

Talent

106

BS 50

Technical Knock

Talent

106

Int 30

Weapon Training (Heavy)

Talent

108

Weapon Training (Launcher)

Talent

108

These Advances may have already been granted by this Speciality during character creation.

18

LINE OFFICER

Rise and shine, Marines. This isn't a drill and you aren't in Kansas anymore. You are the last battalion to be popped out of the vials. So I don't want to hear any bitching, since we let you blockheads sleep in late!”

- Captain Jeremy Cruz

In the USCMC, Line Officers exercise command authority in the field. Many Line Officers lead from the front, demonstrating to their troops by example how they expect them to behave. They range all the way from rigidly formal to rough-and-ready brawlers, but whatever their leadership style they are almost universally respected by their troops. In Aliens: Only War, those Marines who focus on combat leadership fall under the Line Officer specialty. No military force can function adequately without coherent leadership, and the Line Officer is the chain-of-command’s point of contact in the field. Since Marines re often expected to engage the enemy in highly fluid combat situations, the USCMC doesn’t want officers that rigidly follow orders no matter what. If the situation changes, then an officer is expected to evaluate the situation and then take the course of action that most appropriately facilitates the success of the mission. As a result, most Line Officers have a keen intellect and an excellent sense of small unit tactics. New Players: Rules on Aptitudes and spending experience to advance your character are provided on page 64 of the Only War core rulebook. To help you along, the table on the following page entitled Line Officer Recommended Advances offers some suggestions on which Advances to initially work towards as you begin your career in the Aliens setting.

STARTING APTITUDES, TALENTS AND MODIFIERS

Characteristic Bonus: +5 Fellowship. Starting Aptitudes: Agility, Ballistic Skill, Finesse, Leadership, Perception, Strength, Willpower. Starting Skills: Command or Intimidate, Common Lore (USCMC), Scholastic Lore (Tactics). Starting Talents: Air of Authority, Jaded, Weapon Training (Flame, Low-Tech, Solid Projectile). Specialist Equipment: M41A Pulse Rifle with 4 Pulse Rifle clips (with U1 Grenade Launcher or U7 Tac-Shotgun), M3 Pattern Personal Armor, M10 Pattern Ballistic Helmet. Wounds: 10+1d5

U1 Grenade Launcher or U7 Tac-Shotgun), M3 Pattern Personal Armor, M10 Pattern Ballistic Helmet. Wounds: 10+1d5

19

LINE OFFICER ADVANCES

The Line Officer does not work alongside a Comrade like other Player Characters. These Advances are gained by the Line Officer and improve his ability to lead his men.

LEAD BY EXAMPLE

Type: Sweeping Order (Free Action) Cost: 300 xp Effect: It is said that a good officer leads from the front. Once per encounter, the Line Officer may lead by example. All members of the Squad in communications range that have not yet taken their Action this turn may choose to take the same Actions as the Line Officer with a +20 bonus.

LOOK OUT SIR!

Type: Passive Cost: 300 xp Effect: A good officer is loved by his troops. Whenever the Line Officer takes a hit that would kill him, any Comrade in Cohesion may take the hit instead, being killed in his place.

LINE OFFICER RECOMMENDED ADVANCES

 

Advance

Type

Page

Prerequisites

Fellowship - Simple

Characteristic

65

Fellowship - Intermediate

Characteristic

65

Fellowship - Simple

Intelligence - Simple

Characteristic

65

Intelligence - Intermediate

Characteristic

65

Intelligence - Simple

Willpower - Simple

Characteristic

65

Willpower - Intermediate

Characteristic

65

Willpower - Simple

Awareness

Skill

76

Awareness +10

Skill

76

Awareness

Command

Skill

77

Command +10

Skill

77

Command

Common Lore (USCMC) +10

Skill

78

Common Lore (USCMC)

Common Lore (War)

Skill

78

Common Lore (War) +10

Skill

78

Common Lore (War)

Intimidate

Skill

81

Intimidate +10

Skill

81

Intimidate

Scholastic Lore (Tactics) +10

Skill

87

Scholastic Lore (Tactics)

Combat Formation

Talent

97

Int 40

Deadeye Shot

Talent

97

BS 30

Exotic Weapon Training

Talent

98

Inspire Wrath

Talent

101

Air of Authority

Into the Jaws of Hell

Talent

101

Iron Discipline, Fel 50

Iron Discipline

Talent

101

Fel 30

Nerves of Steel

Talent

103

Quick Draw

Talent

104

Radiant Presence

Talent

105

Fel 40

Rapid Reload

Talent

105

Sure Strike

Talent

106

WS 30

These Advances may have already been granted by this Speciality during character creation.

20

SERGEANT

All right, sweethearts, what are you waiting for? Breakfast in bed? Another glorious day in the Corps. A day in the Marine Corps is like a day on the farm. Every meal's a banquet. Every paycheck a fortune. Every formation a parade. I LOVE the Corps!

- Sergeant Al Apone

Sergeants serve as squad leaders, motivating their troops and keeping them on task and in the fight. Because of their extensive combat experience, many Sergeants also act as advisors for the officer in charge of their platoon. Indeed, such is the value of their advice that even experienced officers such as company Captains typically have at least one or two Sergeants in their HQ team. Sergeants are also the NCOs who take direct responsibility for training new recruits; the concept of the Sergeant as an authority figure is drilled into USCMC recruits from the moment of their arrival at basic training. The USCMC employs a variety of different types of Sergeant in roles beyond that of squad leader. In order of seniority, they are as follows: Staff Sergeants are typically found in platoon HQ squads, or leading a section in a weapons platoon. Gunnery Sergeants work at the Company level, and are informally referred to as ‘Gunny’, and Master Sergeants work at the Brigade level; they are often referred to as ‘Top’. Next are First Sergeants, who serve as the senior listed advisor to a Company commander, and then Master Gunnery Sergeants, who do the same job but at the Battalion level. Finally, at the top are Sergeant Majors, who act as senior NCOs at the Battalion level and above. New Players: Rules on Aptitudes and spending experience to advance your character are provided on page 64 of the Only War core rulebook. To help you along, the table on the following page entitled Sergeant Recommended Advances offers some suggestions on which Advances to initially work towards as you begin your career in the Aliens setting.

STARTING APTITUDES, TALENTS AND MODIFIERS

Characteristic Bonus: +5 Fellowship. Starting Aptitudes: Defence, Fellowship, Leadership, Perception, Strength, Toughness, Weapon Skill. Starting Skills: Command, Navigate (Surface) or Scholastic Lore (Tactics). Starting Talents: Iron Discipline, Weapon Training (Flame, Low-Tech, Solid Projectile). Specialist Equipment: M41A Pulse Rifle with 4 Pulse Rifle clips (with U1 Grenade Launcher or U7 Tac-Shotgun) or M240 Incinerator with 4 fuel tanks; M3 Pattern Personal Armor; M10 Pattern Ballistic Helmet. Wounds: 10+1d5

or M240 Incinerator with 4 fuel tanks; M3 Pattern Personal Armor; M10 Pattern Ballistic Helmet. Wounds:

21

SERGEANT ADVANCES

The Sergeant does not work alongside a Comrade like other Player Characters. These Advances are gained by the Sergeant and improve his ability to lead his men.

INSPIRING PRESENCE

Type: Sweeping Order (Free Action) Cost: 200 xp Effect: Sergeants are veteran warriors, and their mere presence can hold a crumbling squad together. As part of this order, the Sergeant must make a Challenging (+0) Intimidate or Command Test. If he succeeds, all Comrades in communications range end any ongoing Fear or Pinning effects. They may act normally in subsequent Turns.

VETERAN

Type: Passive Cost: 250 xp Effect: A Sergeant’s job is to keep everyone else’s eye on the ball. Once per game session when a member of his Squad fails a Skill Test, the Sergeant may spend a Fate Point to instead have the Skill Test succeed with 1 degree of success.

SERGEANT RECOMMENDED ADVANCES

 

Advance

Type

Page

Prerequisites

Ballistic Skill - Simple

Characteristic

65

Ballistic Skill - Intermediate

Characteristic

65

Ballistic Skill - Simple

Fellowship - Simple

Characteristic

65

Fellowship - Intermediate

Characteristic

65

Fellowship - Intermediate

Weapon Skill - Simple

Characteristic

65

Weapon Skill - Intermediate

Characteristic

65

Weapon Skill - Simple

Command +10

Skill

77

Command

Common Lore (USCMC)

Skill

78

Common Lore (USCMC) +10

Skill

78

Common Lore (USCMC)

Common Lore (War)

Skill

78

Common Lore (War) +10

Skill

78

Common Lore (War)

Intimidate

Skill

81

Intimidate +10

Skill

81

Intimidate

Navigate (Surface)

Skill

85

Navigate (Surface) +10

Skill

85

Navigate (Surface)

Scholastic Lore (Tactics)

Skill

87

Scholastic Lore (Tactics) +10

Skill

87

Scholastic Lore (Tactics)

Air of Authority

Talent

92

Arms Master

Talent

95

WS 40, BS 40, Weapon Training (any two)

Combat Formation

Talent

97

Int 40

Deadeye Shot

Talent

97

BS 30

Fearless

Talent

98

Nerves of Steel

Into the Jaws of Hell

Talent

101

Iron Discipline, Fel 50

Nerves of Steel

Talent

103

Quick Draw

Talent

104

Rapid Reload

Talent

105

Sure Strike

Talent

106

WS 30

Technical Knock

Talent

106

Int 30

These Advances may have already been granted by this Speciality during character creation.

22

SMARTGUNNER

I only need to know one thing - where they are.

- Private Jeanette Vasquez

Despite its combat harness, the M56 Smart Gun is an incredibly heavy and unwieldy weapon. As a result it requires specialist training to operate effectively, lest the operator be unable to guide the weapon properly or even pitch over, landing face-down on the floor. Smartgunners are typically solidly built individuals; they are expected to always be where the fighting is thickest, and because of this they are often well- respected by their comrades. Smartgunners also tend to be somewhat fearless in the case of enemy fire. They’re not; they’re just more used to it than their comrades. Unlike other Marines who may be expected to repeatedly reposition during a firefight, a smart gun needs to be in contact with the enemy, laying down sheets of suppressing fire at all times. In Aliens: Only War, those Marines who focus on perfecting the use of the M56 smart gun fall under the Smartgunner specialty. Smartgunners are often boisterous, tough and reliable. When a person talking about the USCMC uses the term ‘badass’, they’re probably talking about these guys. The nature of their primary weapon and the role it places them in leads Smartgunners to be stronger than even most other Marines. They have to be; the smart guidance system on the M56 harness doesn’t always point where you want it to, and it takes quite a bit of upper- body strength to drag the barrel where you want it to go.

New Players: Rules on Aptitudes and spending experience to advance your character are provided on page 64 of the Only War core rulebook. To help you along, the table on the following page entitled Smartgunner Recommended Advances offers some suggestions on which Advances to initially work towards as you begin your career in the Aliens setting.

STARTING APTITUDES, TALENTS AND MODIFIERS

Characteristic Bonus: +5 Strength. Starting Aptitudes: Ballistic Skill, Defence, Fellowship, Offence, Perception, Toughness. Starting Skills: Athletics or Survival, Common Lore (USCMC, War) Intimidate. Starting Talents: Exotic Weapon Training (Smartgun), Iron Jaw, Weapon Training (Flame, Low-Tech, Solid Projectile). Specialist Equipment: M56 Smartgun with harness and 4 ammo drums; M41A Pulse Rifle with 4 Pulse Rifle clips (with U1 Grenade Launcher or U7 Tac-Shotgun) or M240 Incinerator with 4 fuel tanks; M3 Pattern Personal Armor. Wounds: 10+1d5

Launcher or U7 Tac-Shotgun) or M240 Incinerator with 4 fuel tanks; M3 Pattern Personal Armor. Wounds:

23

COMRADE ADVANCES

These are Advances that may be purchased by the Smart Gunner to enhance the abilities of his Comrade.

LET’S ROCK!

Type: Order (Free Action) Cost: 200 xp Effect: Smart Gunners are master of fully-automatic fire. For the next Round, when performing the Full-Auto Burst or Suppressing Fire Actions, the Smart Gunner causes an additional +4 damage with all hits caused as a result of those Actions.

MOTION TRACKER

Type: Passive Cost: 250 xp Effect: Smartguns are most effective when closely escorted by an ally with a motion tracker. As long as his Comrade is in Cohesion, the Smart Gunner may act normally during Surprise Rounds.

SMARTGUNNER RECOMMENDED ADVANCES

 

Advance

Type

Page

Prerequisites

Ballistic Skill - Simple

Characteristic

65

Ballistic Skill - Intermediate

Characteristic

65

Ballistic Skill - Simple

Strength - Simple

Characteristic

65

Strength - Intermediate

Characteristic

65

Strength - Simple

Willpower - Simple

Characteristic

65

Willpower - Intermediate

Characteristic

65

Willpower - Simple

Athletics

Skill

73

Athletics +10

Skill

73

Athletics

Awareness

Skill

74

Awareness +10

Skill

74

Awareness

Common Lore (USCMC) +10

Skill

78

Common Lore (USCMC)

Common Lore (War) +10

Skill

78

Common Lore (War)

Intimidate +10

Skill

81

Intimidate

Survival

Skill

90

Survival +10

Skill

90

Survival

Tech-Use

Skill

90

Tech-Use +10

Skill

90

Tech-Use

Bulging Biceps

Talent

96

S 45

Hardy

Talent

100

T 40

Hip Shooting

Talent

100

BS 40, Ag 40

Independent Targeting

Talent

101

BS 40

Nerves of Steel

Talent

103

Paranoia

Talent

104

Rapid Reaction

Talent

105

Ag 40

Rapid Reload

Talent

105

Resistance (Fear)

Talent

105

Storm of Iron

Talent

106

BS 40, Weapon Training (any ranged)

Technical Knock

Talent

106

Int 30

These Advances may have already been granted by this Speciality during character creation.

24

AVIATOR

“Turning on final. Coming around to a seven-zero- niner. Where's the damn beacon? Oh, I see it.”

- Corporal Colette Ferro

Aviators maintain and operate the extensive cache of combat vehicles that are vital to USCMC field operations. Most often found aboard Conestoga-class assault ships or in the cockpit of a UD-4L Cheyenne dropship, one must never forget that just like the Marines sat in back, they are also trained killers. They are invariably just as lethal outside the cockpit as they within it.

In Aliens: Only War, those Marines who train in the use of vehicles and heavy equipment fall under the Aviator specialty. They are typically slightly smaller than their comrades, but they make up for this with a keen intellect and quick reflexes. Far more than just glorified taxi drivers, the Aviator is often also a skilled dogfighter, an expert in ground attack or a lethally accurate bombardier. Aviators are often well respected and even liked by their comrades; many Marines have had their proverbial fat pulled out of the fire by the timely arrival of their dropship. Like Smartgunners, Aviators are also used to taking a heavy weight of fire. They typically find themselves sat in the pilot seat of the biggest, most heavily armed thing on the battlefield; having everything including the kitchen sink coming at them is all in a day’s work. This can lead to an easy camaraderie between the two, and it isn’t unusually to see Smartgunners and Aviators chatting amiably in their off time, laughing about the hairy odds they faced in previous missions. New Players: Rules on Aptitudes and spending experience to advance your character are provided on page 64 of the Only War core rulebook. To help you along, the table on the following page entitled Aviator Recommended Advances offers some suggestions on which Advances to initially work towards as you begin your career in the Aliens setting.

STARTING APTITUDES, TALENTS AND MODIFIERS

Characteristic Bonus: +5 Agility. Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Intelligence, Tech. Starting Skills: Common Lore (Tech) or Navigate (Surface), Operate (Aerospace), Tech-Use. Starting Talents: Hotshot Pilot, Weapon Training (Launcher, Solid Projectile). Specialist Equipment: Aviator’s Sunglasses, Flight Helmet, Flight Suit. Wounds: 6+1d5

Solid Projectile). Specialist Equipment: Aviator’s Sunglasses, Flight Helmet, Flight Suit. Wounds: 6+1d5 25

25

COMRADE ADVANCES

These are Advances that may be purchased by the Aviator to enhance the abilities of his Comrade.

DAMAGE CONTROL

Type: Passive Cost: 100 xp Effect: USCMC aircraft are no strangers to taking fire. If the Aviator’s vehicle catches fire and his Comrade is inside the affected vehicle, he spends a Full Action to end any fire currently affecting the vehicle.

WEAPONS OFFICER

Type: Passive Cost: 250 xp Effect: The presence of a weapons officer allows the pilot to concentrate on important things, like not being shot down. If the Aviator spends his Turn operating a vehicle, he may also make a Ranged Attack Action using one of the vehicle’s weapons. This uses the Comrade’s Full Action for the Turn.

AVIATOR RECOMMENDED ADVANCES

 

Advance

Type

Page

Prerequisites

Agility - Simple

Characteristic

65

Agility - Intermediate

Characteristic

65

Agility - Simple

Intelligence - Simple

Characteristic

65

Intelligence - Intermediate

Characteristic

65

Intelligence - Simple

Perception - Simple

Characteristic

65

Perception - Intermediate

Characteristic

65

Perception - Simple

Awareness

Skill

74

Awareness +10

Skill

74

Awareness

Common Lore (Tech)

Skill

78

Common Lore (Tech) +10

Skill

78

Common Lore (Tech)

Navigate (Stellar)

Skill

85

Navigate (Stellar) +10

Skill

85

Navigate (Stellar)

Navigate (Surface)

Skill

85

Navigate (Surface) +10

Skill

85

Navigate (Surface)

Operate (Aerospace) +10

Skill

85

Operate (Aerospace)

Tech-Use +10

Skill

90

Tech-Use

Trade (Technomat)

Skill

91

Combat Sense

Talent

97

Per 40

Deadeye Shot

Talent

97

BS 30

Foresight

Talent

99

Int 30

Heightened Senses (Sight)

Talent

100

Independent Targeting

Talent

101

BS 40

Lightning Reflexes

Talent

102

Paranoia

Talent

104

Resistance (Cold)

Talent

105

Weapon-Tech

Talent

107

Tech-Use +10, Int 40

Weapon Training (Flame)

Talent

108

Weapon Training (Low-Tech)

Talent

108

These Advances may have already been granted by this Speciality during character creation.

26

COMBAT

ENGINEER

“The ideal engineer is a composite. He is not a

scientist, nor a mathematician, nor a sociologist, nor

a writer, but he may use the knowledge of any or all of

these disciplines in solving engineering problems.”

- N.W. Dougherty, 1955

A Combat Engineer is a soldier who performs a

variety of military engineering duties such as bridge- building, laying/clearing minefields, demolitions and construction, as well as road and airfield construction and repair. A Combat Engineer’s duties are usually devoted to tasks involving facilitating movement of allied forces and impeding those of the enemy, but they are also trained to serve as infantry personnel alongside their comrades.

In Aliens: Only War, those Marines who are trained to build, reinforce and demolish structures fall under the Combat Engineer specialty. They are masters of working under pressure, building fortifications and bridges faster than most would believe possible. They can also demolish enemy structures, planting explosives on weak spots with expert precision. Combat Engineers are vital to any long-term operation, as they are needed to provide a safe, secure base of operations. However, they can also be useful

in lightning raids, accompanying squads of Marines as

they clear minefields and enemy fortifications for their comrades. New Players: Rules on Aptitudes and spending experience to advance your character are provided on page 64 of the Only War core rulebook. To help you along, the table on the following page entitled Combat Engineer Recommended Advances offers some suggestions on which Advances to initially work towards as you begin your career in the Aliens setting.

27

STARTING APTITUDES, TALENTS AND MODIFIERS

Characteristic Bonus: +5 Perception. Starting Aptitudes: Agility, Ballistic Skill, Fieldcraft, Intelligence, Perception, Strength, Tech. Starting Skills: Common Lore (Chemistry or Tech), Operate (Ground), Scrutiny, Tech-Use. Starting Talents: Armour-Monger or Weapon Tech, Technical Knock, Weapon Training (Solid Projectile). Specialist Equipment: M41A Pulse Rifle with 4 Pulse Rifle clips (with U1 Grenade Launcher or U7 Tac-Shotgun), M3 Pattern Personal Armor, M10 Pattern Ballistic Helmet, Combi-tool, Comtech Hacking Tool, Data-slate, ME3 Hand Welder. Wounds: 6+1d5

Armor, M10 Pattern Ballistic Helmet, Combi-tool, Comtech Hacking Tool, Data-slate, ME3 Hand Welder. Wounds: 6+1d5

COMRADE ADVANCES

These are Advances that may be purchased by the Combat Engineer to enhance the abilities of his Comrade.

FIELD REPAIRS

Type: Order (Full Action) Cost: 300 xp Effect: If it’s broke, somebody has to fix it. As long as his Comrade is within range of communication, the Combat Engineer may perform Tech-Use Tests on anything next to the Comrade at a -10 penalty.

SABOTAGE

Type: Full Action Cost: 300 xp Effect: Of course, sometimes things need blowing up, too… Once per game session, if his Comrade is in Cohesion the Combat Engineer may plant a Demolition Charge. The Combat Engineer’s Comrade is considered to have been carrying this item all along, even if it wasn’t explicitly stated by the Player.

COMBAT ENGINEER RECOMMENDED ADVANCES

 

Advance

Type

Page

Prerequisites

Ballistic Skill - Simple

Characteristic

65

Ballistic Skill - Intermediate

Characteristic

65

Ballistic Skill - Simple

Intelligence - Simple

Characteristic

65

Intelligence - Intermediate

Characteristic

65

Intelligence - Simple

Strength - Simple

Characteristic

65

Strength - Intermediate

Characteristic

65

Strength - Simple

Common Lore (Chemistry)

Skill

78

Common Lore (Chemistry) +10

Skill

78

Common Lore (Chemistry)

Common Lore (Tech)

Skill

78

Common Lore (Tech) +10

Skill

78

Common Lore (Tech)

Logic

Skill

83

Logic +10

Skill

83

Logic

Operate (Ground) +10

Skill

85

Operate (Ground)

Scrutiny +10

Skill

88

Scrutiny

Tech-Use +10

Skill

90

Tech-Use

Trade (Armourer)

Skill

91

Trade (Armourer) +10

Skill

91

Trade (Armourer)

Armour-Monger

Talent

95

Int 35, Tech-Use, Trade (Armourer)

Combat Formation

Talent

97

Int 40

Exotic Weapon Training (choose one)

Talent

98

Foresight

Talent

99

Int 30

Munitorum Influence

Talent

103

Rapid Reload

Talent

105

Resistance (Cold)

Talent

105

Weapon-Tech

Talent

107

Tech-Use +10, Int 40

Weapon Training (Flame)

Talent

108

Weapon Training (Launcher)

Talent

108

Weapon Training (Low-Tech)

Talent

108

These Advances may have already been granted by this Speciality during character creation.

28

CORPORATE STAFF OFFICER

“I said I want you to lay down a suppressing fire with the incinerators and fall back by squads to the APC, over.

- Lieutenant William Gorman

Staff Officers deal with the administrative, operational and logistical needs of a unit. They ensure the flow of information between a commanding officer and subordinate military units in the field, although they typically rarely see combat themselves. Despite this, they have still passed through officer training, and they are often well-educated. In Aliens: Only War, many marine units operating away from frontline theatres are assigned a Corporate Staff Officer. Most Staff Officers placed in charge of a USCMC unit are trained to lead that unit from the command post within an M577 APC, overseeing command operations with the aid of computers and cameras. They process staggering amounts of information, applying textbook tactics to walk their unit through combat without the distraction of bullets whizzing past their head. Most Corporate Staff Officers build a strong relationship with the Sergeants that will be leading their troops into battle. The Sergeant is the one who will have to relay and interpret the officer’s orders, so it is vital that the two have a good working relationship. Many marines have a habit of writing off Corporate Staff Officers as upper-class schoolboys with no practical experience. While this may certainly be the case with some officers, this simply isn’t true for the vast majority. New Players: Rules on Aptitudes and spending experience to advance your character are provided on page 64 of the Only War core rulebook. To help you along, the table on the following page entitled Corporate Staff Officer Recommended Advances offers some suggestions on which Advances to initially work towards as you begin your career in the Aliens setting.

STARTING APTITUDES, TALENTS AND MODIFIERS

Characteristic Bonus: +5 Intelligence. Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Intelligence, Leadership, Social. Starting Skills: Command, Common Lore (Corporations), Scholastic Lore (Tactics). Starting Talents: Air of Authority, Weapon Training (Flame, Solid Projectile). Specialist Equipment: VP78 Pistol with 4 pistol clips, Data-slate Wounds: 6+1d5

Training (Flame, Solid Projectile). Specialist Equipment: VP78 Pistol with 4 pistol clips, Data-slate Wounds: 6+1d5 29

29

CORPORATE STAFF OFFICER ADVANCES

The Corporate Staff Officer does not work alongside a Comrade like other Player Characters. These Advances are gained by the Corporate Staff Officer and improve his ability to lead his men.

NETWORKED

Type: Passive Cost: 250 xp Effect: A modern officer must be a master of electronic warfare. As long as the Corporate Staff Officer is inside an M577 APC, all of his orders affect all Comrades within range of communication.

TEXTBOOK TACTICS

Type: Sweeping Order (Full Action) Cost: 300 xp Effect: Rote learning of tactics is no substitute for experience, but it helps. As part of this order, the Corporate Staff Officer must name a Half Action. Every Squad member within communication range (including Player Characters) who takes this Action before the Corporate Staff Officer’s next Turn gains a +10 on any rolls made as part of that Action.

CORPORATE STAFF OFFICER RECOMMENDED ADVANCES

Advance

Type

Page

Prerequisites

Fellowship - Simple

Characteristic

65

Fellowship - Intermediate

Characteristic

65

Fellowship - Simple

Intelligence - Simple

Characteristic

65

Intelligence - Intermediate

Characteristic

65

Intelligence - Simple

Perception - Simple

Characteristic

65

Perception - Intermediate

Characteristic

65

Perception - Simple

Charm

Skill

77

Charm +10

Skill

77

Charm

Command +10

Skill

77

Command

Common Lore (Corporations) +10

Skill

78

Common Lore (Corporations)

Common Lore (USCMC)

Skill

78

Common Lore (USCMC) +10

Skill

78

Common Lore (USCMC)

Linguistics (choose one)

Skill

82

Logic

Skill

83

Logic +10

Skill

83

Logic

Scholastic Lore (Tactics) +10

Skill

87

Scholastic Lore (Tactics)

Tech-Use

Skill

90

Combat Formation

Talent

97

Int 40

Enemy

Talent

98

Foresight

Talent

99

Int 30

Iron Discipline

Talent

101

Fel 30

Munitorum Influence

Talent

103

Paranoia

Talent

104

Peer (Corporations)

Talent

104

Fel 30

Quick Draw

Talent

104

Rapid Reload

Talent

105

Total Recall

Talent

106

Int 30

Weapon Training (Low-Tech)

Talent

108

These Advances may have already been granted by this Speciality during character creation.

30

FORCE RECON

Swift, silent and deadly.

- USCMC Force Recon motto

Force Recon is one of the USCMC’s special operations groups. They are responsible for operating independently behind enemy lines performing unconventional special operations, in support of conventional warfare. The unit's various methods of insertion and extraction are similar to those of other special forces, although Force Recon's missions focus primarily on supporting Colonial Marine expeditionary operations. In Aliens: Only War, those Marines who focus on close quarter battle, observation skills and stealth are most suited to the Force Recon specialty. They are expected to operate in small groups, far ahead of their assigned combat formation and often for extended periods. They must be tough, mentally as well as physically, and willing to endure all manner of rough terrain and inclement weather. To add insult to injury, in the middle of all this they are also tasked with a vital job; they must track down enemy forces and monitor their actions and movements as the main marine force moves into position to launch an assault (or repel one). Force Recon is also often the point of first contact with enemy forces. When not performing reconnaissance, they are the tip of the spear, thrust directly at the enemy’s throat. Their stealth training makes them vicious close quarter combatants, often able to dispatch the enemy before they even know that they have been engaged. New Players: Rules on Aptitudes and spending experience to advance your character are provided on page 64 of the Only War core rulebook. To help you along, the table on the following page entitled Force Recon Recommended Advances offers some suggestions on which Advances to initially work towards as you begin your career in the Aliens setting.

STARTING APTITUDES, TALENTS AND MODIFIERS

Characteristic Bonus: +5 Toughness. Starting Aptitudes: Agility, Ballistic Skill, Fieldcraft, Offence, Toughness, Weapon Skill. Starting Skills: Awareness, Common Lore (War), Scholastic Lore (Tactics), Scrutiny, Stealth. Starting Talents: Quick Draw or Rapid Reload, Takedown, Weapon Training (Low-Tech, Solid Projectile). Specialist Equipment: 1 Good Quality Basic Weapon with 4 reloads, M3 Pattern Personal Armor, M10 Pattern Ballistic Helmet. Wounds: 12+1d5

1 Good Quality Basic Weapon with 4 reloads, M3 Pattern Personal Armor, M10 Pattern Ballistic Helmet.

31

COMRADE ADVANCES

These are Advances that may be purchased by the Force Recon to enhance the abilities of his Comrade.

POINTMAN

Type: Full Action Cost: 300 xp Effect: Force Recon is used to being the spearhead in an assault. Once per game session, the Force Recon may take the lead; all Squad members in communications range (including Player Characters) may take all Skill Tests, in a single skill of the Force Recon’s choosing, as if they had the Force Recon’s Skill Training. Once activated, this effect lasts until the end of the encounter, or ten minutes in narrative time.

SILENT KILL

Type: Passive Cost: 300 xp Effect: Force Recon marines are masters of the silent kill. When the Force Recon makes a Melee Attack during a Surprise Round and his Comrade is in Cohesion, his target suffers the effects of Righteous Fury and they cannot raise the alarm in any way. This uses the Comrade’s Full Action for the Turn.

FORCE RECON RECOMMENDED ADVANCES

 

Advance

Type

Page

Prerequisites

Agility - Simple

Characteristic

65

Agility - Intermediate

Characteristic

65

Agility - Simple

Ballistic Skill Simple

Characteristic

65

Ballistic Skill Intermediate

Characteristic

65

Ballistic Skill Simple

Weapon Skill - Simple

Characteristic

65

Weapon Skill - Intermediate

Characteristic

65

Weapon Skill - Simple

Athletics

Skill

73

Athletics +10

Skill

74

Athletics

Awareness +10

Skill

74

Awareness

Common Lore (Tactics)

Skill

78

Common Lore (Tactics) +10

Skill

78

Common Lore (Tactics)

Common Lore (War) +10

Skill

78

Common Lore (War)

Operate (Surface)

Skill

85

Scholastic Lore (Tactics) +10

Skill

87

Scholastic Lore (Tactics)

Scrutiny +10

Skill

88

Scrutiny

Security

Skill

88

Stealth +10

Skill

89

Stealth

Crippling Strike

Talent

97

WS 50

Double Team

Talent

98

Killing Strike

Talent

101

WS 50

Light Sleeper

Talent

101

Per 30

Paranoia

Talent

104

Quick Draw

Talent

104

Rapid Reload

Talent

105

Street Fighting

Talent

106

WS 30

Sure Strike

Talent

106

WS 30

Unarmed Warrior

Talent

107

WS 35, Ag 35

Weapon Training (Flame)

Talent

108

These Advances may have already been granted by this Speciality during character creation.

32

SCOUT SNIPER

Reach out and touch someone.

- Murphy’s Laws of Combat #53; the Sniper’s motto

A Scout Sniper is a Colonial Marine highly skilled in

field craft and marksmanship. He delivers long range precision fire on selected targets from concealed positions, in support of combat operations. Scout Snipers also provide close reconnaissance and surveillance to their assigned infantry unit. The motto of the Colonial Marine Scout Sniper is ‘one shot, one kill’.

In Aliens: Only War, those Marines who train extensively in the use of long range weaponry fall under the Scout Sniper specialty. They are masters

of single-shot ranged weapons, and are absolutely

lethal at long range. Many is the Marine whose life has been saved by the Scout Sniper’s deadly talents. Most Scout Snipers operate in pairs (or, more rarely, alone), with one shooter and one spotter. However, it isn’t unusual for Scout Snipers to be assigned to specific platoons, placed under the command of a Line Officer to act as their designated

marksman. These Marines may accompany the officer’s command squad with the officer micromanaging their fire support or they may be sent off ahead in support of the main body of the platoon. Whatever their role, the Scout Sniper is a precision weapon. They are not suited to protected engagements with large numbers of enemies; they are far more suited to cutting off the head of the snake, with a single well-placed kill shot. New Players: Rules on Aptitudes and spending experience to advance your character are provided on page 64 of the Only War core rulebook. To help you along, the table on the following page entitled Scout Sniper Recommended Advances offers some suggestions on which Advances to initially work towards as you begin your career in the Aliens setting.

STARTING APTITUDES, TALENTS AND MODIFIERS

Characteristic Bonus: +5 Agility, +5 Perception. Starting Aptitudes: Agility, Ballistic Skill, Fieldcraft, Finesse, Perception, Offence. Starting Skills: Awareness, Scrutiny, Stealth. Starting Talents: Deadeye Shot, Heightened Senses (Sight) or Light Sleeper, Weapon Training (Low-Tech, Solid Projectile). Specialist Equipment: Good Quality M42A or M42C Scope Rifle with 4 clips, M3 Pattern Personal Armor, M10 Pattern Ballistic Helmet, Camo Face Paint, Ghillie Suit. Wounds: 8+1d5

with 4 clips, M3 Pattern Personal Armor, M10 Pattern Ballistic Helmet, Camo Face Paint, Ghillie Suit.

33

COMRADE ADVANCES

These are Advances that may be purchased by the Scout Sniper to enhance the abilities of his Comrade.

DISPLACE

Type: Passive Cost: 250 xp Effect: After taking a shot, it’s vital to reposition quickly to avoid a possible counterattack. If the Scout Sniper makes a Ranged Attack benefiting from an Aim action and his Comrade is in Cohesion, the Scout Sniper may use his Comrade to make a Tactical Advance Action. This uses the Comrade’s Full Action for the Turn.

SPOTTER

Type: Passive Cost: 250 xp Effect: Often a sniper is escorted by a spotter who can pick out targets for him. If the Scout Sniper is using an Accurate weapon and his Comrade is in Cohesion, the Scout Sniper may use his Comrade to make an Aim Action, and gain the benefits himself.

SCOUT SNIPER RECOMMENDED ADVANCES

 

Advance

Type

Page

Prerequisites

Agility - Simple

Characteristic

65

Agility - Intermediate

Characteristic

65

Agility - Simple

Ballistic Skill - Simple

Characteristic

65

Ballistic Skill - Intermediate

Characteristic

65

Ballistic Skill - Simple

Perception - Simple

Characteristic

65

Perception - Intermediate

Characteristic

65

Perception - Simple

Athletics

Skill

73

Athletics +10

Skill

73

Athletics

Awareness +10

Skill

74

Awareness

Navigate (Surface)

Skill

85

Navigate (Surface) +10

Skill

85

Navigate (Surface)

Scholastic Lore (Tactics)

Skill

87

Scholastic Lore (Tactics) +10

Skill

87

Scholastic Lore (Tactics)

Scrutiny +10

Skill

88

Scrutiny

Stealth +10

Skill

89

Stealth

Survival

Skill

90

Survival +10

Skill

90

Survival

Combat Sense

Talent

97

Per 40

Crack Shot

Talent

97

BS 50

Heightened Senses (Sight)

Talent

100

Light Sleeper

Talent

101

Per 30

Lightning Reflexes

Talent

102

Marksman

Talent

102

BS 35

Meditation

Talent

103

Rapid Reload

Talent

105

Sharpshooter

Talent

105

BS 40, Deadeye Shot

Technical Knock

Talent

106

Int 30

Weapon Training (Launcher)

Talent

108

These Advances may have already been granted by this Speciality during character creation.

34

COLONIST

Folks, we have scored big this time!

- Russ Jorden, Hadley’s Hope Colonist, LV-426

Colonists are private or public-sector employees who are sent to frontier worlds with eye to establishing a permanent human presence there. They may be expected to carry out exploration, building work or maintenance of incredibly expensive assets such as atmosphere processors. As a result, typical colonists are bright, hard-working and loyal. There is no room for dullards, slackers and lone wolves out on the frontier.

In Aliens: Only War, Colonists will nearly always act as local guides for the USCMC. Regardless of skill in fieldcraft, even the greatest scout is worthless if they don’t know the lay of the land. This makes locals are an invaluable resource, with intimate knowledge of landmarks, hideaways and concealed tracks that even an orbital survey would miss. Most Colonists seconded to assist a Marine unit will be assigned either singly or in small groups. As a result, unless they have completed some military service themselves, they will more than likely feel like an outsider. Marines are, after all, specialised, highly trained killers, whereas the majority of Colonists are explorers and scientists. Unfortunately, many Marines think of ‘dumbass colonists’ as being, at best, lazy civilians and, at worst, the cause of all of their woes. This means that friction between Marines and Colonists is not uncommon, but woe betide the Marine unit that underestimates or mistreats their local guide. New Players: Rules on Aptitudes and spending experience to advance your character are provided on page 64 of the Only War core rulebook. To help you along, the table on the following page entitled Colonist Recommended Advances offers some suggestions on which Advances to initially work towards as you begin your career in the Aliens setting.

STARTING APTITUDES, TALENTS AND MODIFIERS

Characteristic Bonus: +5 Willpower. Starting Aptitudes: Fellowship, Fieldcraft, Perception, Strength, Toughness, Willpower. Starting Skills: Athletics, Awareness, Navigate (Stellar or Surface), Operate (Aeronautica or Surface), Survival. Starting Talents: Hardy or Light Sleeper, Heightened Sense (choose one) or Resistance (choose one), Weapon Training (Low-Tech or Solid Projectile). Specialist Equipment: 1 Average-Quality Pistol, Flashlight, Personal Data Transmitter, Poor Weather Clothing, Respirator, 2 Weeks Rations.