Alien
Alien
O F T H E G O D S
A N D R E W E . C . G A S K A
G A M E D I R E C T O R
Tomas Härenstam
L E A D A R T I S T
Martin Grip
G R A P H I C D E S I G N
Christian Granath
E D I T O R
P R E P R E S S
Cam Banks
Dan Algstrand
P R O O F R E A D I N G
B R A N D M A N A G E M E N T
Brandon Bowling, Kosta Kostulas
Joe LeFavi/Genuine Entertainment
P L A Y T E S T I N G A N D F E E D B A C K
Marco Behrmann, Simon Andersson, Rickard Antroia, Joel Östlund, Lars Rinde, Marco Ahumada Juntunen, Artur Foxander, Justin Langley, Staffan Fladvad, Jonas Ferry, Johan Wikman, Sven Holm-
ström, Kristoffer Sjöö, Matthew Tyler-Jones, Dave Semark, Anjuli Clayden, Adam Gilbert, Addramyr Palinor, Aden J Sharp, Adrian Fraser, Albert Julbe, Alec McLeod, Alexander Traver, Alexandre
Belzile, Anders Persson, Andreas Nagy, Andrew McColl, Anson Li, Anthony Robinson, Ashley Reed, Benjamin Chee, Bill Griggs, Borja Pérez, Brent Kinkade, Brett Desmond, Brian Wille, Cassidy
Frazee, Chad Mitchell, Charles Kottler, Chris Hutchinson, Chris Lowe, Christophe Nicolopoulos, Christopher P. Crossley, Christopher Travis, Cold Steel 730, D. W. Story, Daniel Ralph Read, Dariusz
Horbal, Darren Pleavin, Dave Chappell, DaveC, David de Visser, David J Lambiase, David Lim, David McDermott, David Ross, Dennis Hovstadius, Derek Smyk, Dirk Johnson, Don Choi, Doug Keller,
Douglas Bailey, Drew Stewart, Edward Horne, Eirik Bull, Elliott Reilly, Eric Dedalus, Ethan Eichstadt-Anderson, Fenhorn, Frazer Barnard, Frederic Cote, G R Shotton, Geoffrey "GEO" Shaw, Gherhartd
Sildoenfein, Gina Brown, Glenn Hunt, Graham Spearing, H. Shannon Cooke, Hank Belanger, Harriet Brandsom, Hrvoje Ruhek, I. Jordan Thompson, Ian Dortsch, Jackson Freund, James Fuller, James
Ormay, James Thibodeault, Jason Bell, Jason Bergman, Jason Taylor, Jason Wednesday Miller, Jay Alexander Hafner, Jefferson Powers, Jeffrey B. Miller, Jeffrey C. Locke, Jennifer Wolff, Jerad Bailey,
Jeremy Gypton, Jeremy Hicks, Joey Brown, John Brent Macek, John Kingsnorth, John-Paul Killyleagh, Jon Xuereb, Jonathan Peter George Murray, Jordan Fishburn, Jordan Maday, Jordan McIntosh, Jörn
Joghans, Jos. A. Fisch, Joshua Cope, Joshua Fassett, Joshua Lank Hancock, Joshua Thrasher, Juan Manuel Rodriguez, Justin Walden, Kaley Giboney, Ken Falkson, Kimmo Kukkonen, Krzysztof Jaxa
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Morgan, Matthew W Smith, Matthew Woodard, Maximilien Werderer, Michael Cooper, Michael Heilemann, Michele Finelli, Morgan MacNeille-Pedersen, Natasha Zaleski, Nathan Ridings, Nigel
Murphy, Paul M Jordan, Paweł Cybula, Payton R. Robertson, Peter G Söderberg, Philip Reiss, Pierre-Yves Sirois Cournoyer, Piotr Kozikowski, Piotr Wyjadłowski, Richard Huffman, Richard Rayment,
Richard Turnbull, Rick Zaleski, Ricky Paul Barker, Rob Bertich, Rob Wieland, Robert Bridges, Ryan 'Nesfis' Garrett, Ryan Jenkins, Sam Jones, Saun Conlin, Scott Guider, Scott Preston, Scott Roepel,
Sean Roberts, Shawn Hartel, Simon Engmalm, Sophearath Chhorn, Stephan Lindkvist, Stéphane "Stefouch" Van Cauwenberghe, Stephen O' Mara, Steve Ramirez, Steven Godby, Stewart Strong, Stoo
Goff, Sune Nødskou, Sylvester Thorn, Tashfeen Bhimdi, Tawnie Thompson, Thibault Meyer, Thomas Deeny, Thomas Giaquinto, Thomas Kempton, Thorsten Deuchler, Tidus Tudor, Tommy Scott,
Tony Cheek, Tyler Satchwill, Wayne L. Augustson, Wayne Poppleton, Will Hindmarch, William Hostman, Zach Stevens, Zack McAtee
I S B N
978-91-88805-97-3
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C H A R I O T O F T H E G O D S
PERSONAL A GEND A S
Each character has a Personal Agenda for each of
has actively advanced their PC’s Agenda despite
the three Acts of the scenario. These Agendas are
significant personal risk or sacrifice, announce this
printed on playing cards included in this boxed
and award them one Story Point (see page 26 of
set. At the start of each Act, give each player
the rulebook). Don’t reveal the actual Agendas to
their new Agenda for the Act about to start, and
the entire group, they should remain hidden until
tell them not to reveal it to the other players.
the end of the scenario.
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S C E N A R I O
T H E S I T U A T I O N
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C H A R I O T O F T H E G O D S
WH A T T H E H E L L H A P P E N E D T O T H E C R O N U S ?
Acting on classified data from an encrypted
transmission, the Cronus was launched in 2110 transform and others didn’t, the crew of the Cronus
to attempt to locate samples of Chemical Agent failed to make the correlation.
A0-3959X.91–15. Deciphering part of the data trans- Nonetheless, as the ship was overrun with
mission led them to the 26 Draconis system and Neomorphs and Abominations, they realized they
a small planetoid dubbed LV-1113 tucked away in were in over their heads. Barricading themselves on
the planetary debris belt shared by the suns of cryodeck and leaving the ship’s synthetic—Ava—to
this trinary star system. The chemical was maintain the infested ship, they put themselves in
discovered there, but some of it had been stasis and hoped for a miracle.
previously deployed, causing mutations in the After being caught in a micro-meteorite
planet’s lifeforms. storm, navigation control failed on the Cronus
While the science team modified and experi- and her comms array was damaged. Ava was
mented with what they called the 26 Draconis attacked by the Abominations while attempting
strain of the black liquid, members of the crew to repair the engines. Life support failed, plung-
became infected with Mote pathogen spores, ing the ship into a deep cold. The crew remained
causing them to give birth to Bloodbursters which safe in their hypersleep chambers, and the
quickly ma- tured into Neomorphs. Chaos soon creatures aboard went into a state of suspended
broke out. There was a mutiny, the science animation. This all happened within two days of
module on the Cronus was ejected and left leaving LV-1113. Since then, the Cronus has
behind, and the surviving crew escaped the been adrift, barreling along at sublight speeds for
planetoid. decades.
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S C E N A R I O
U S C S S M O N T E R O
LOCKMART CM-88G BISON-CLASS FREIGHTER
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C H A R I O T O F T H E G O D S
USCSS MONTERO
MONTERO – DECK A
334m
BRIDGE
BRIDGE
CRYO
MU/TH/UR
TANKAGE
TANKAGE
GALLEY CRYO
UPPER LANDING
CLAW CHAMBER HYPERDRIVE
MACHINERY SPACE
MEDLAB
WY-37B DAISY
34m
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S C E N A R I O
N O N - P L A Y E
RC H A R A C T E
R S
JOHNS, OFFICER
During this scenario, the crew from the USCSS
Montero can encounter NPCs from three differ-
ent groups, all detailed below.
TH E C R E W OF TH E C R O N U S :
Originally launched with a crew of thirty, the
Cronus is down to only five members. They
don’t even have a pilot left, save for the
second officer.
TH E C R E W OF TH E S O T I L L O : Shad-
owing the PCs for the entire adventure,
these corporate-sponsored marauders don’t
reveal themselves until Act III—and just may Second Officer on the USCSS Cronus
be the PCs’ only way out of this mess.
FULL NAME: Albert Johns
T A Stage IV Abomination on the outer hull. GEAR: M4A3 Pistol (1 reload), key card
PERSONAL AGENDA: Find a leader to follow and
T Should you want to add some fuel to the
fire, you can add an adult Neomorph also help them to save human lives.
hibernating on the Cronus, stalking the PCs BUDDY: –
as they arrive (see Events). RIVAL: Clayton
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C H A R I O T O F T H E G O D S
Security Officer on the USCSS Cronus Ship Medic on the USCSS Cronus
FULL NAME: Valerie Reid FULL NAME: Liam Flynn
AGE: 34 AGE: 27
PERSONALITY: On Edge PERSONALITY: Fearful
An Outer Rim Defense Force veteran of the The ship’s remaining medical doctor, Flynn was
Civil War on Torin Prime, the 1.50m Sgt. Reid one of the junior scientists who helped
commanded the security team assigned to synthesize the derivative cure from the 26
protect the scientists aboard the Cronus. An Draconis Strain. Flynn suspects the cure isn’t
independent contractor, she was honorably safe, but he would rather take the chance with it
discharged from the ORDF and hired by Wey- than witness another Bloodburster birth.
land-Yutani. Reid lost an arm on Torin Prime, but The doctor is not willing to talk about what
has a synthetic replacement. She saw a lot of happened on LV-1113, nor reveal what other
people under ORDF protection die on LV-1113, breakthroughs the scientific team achieved
and suffers from PTSD from both that experience before the Cronus left them behind. Flynn has
and the Civil War. People tend to not informed anyone that the cure contains
underestimate her because of her size. the black goo within it.
Chief Scientist on the USCSS Cronus Corporate Liaison on the USCSS Cronus
FULL NAME: Daniel Cooper FULL NAME: Lori Clayton
AGE: 53 AGE: 42
PERSONALITY: Rational PERSONALITY: Ruthless
A scientist assigned to the Cronus, Professor
While cool on the surface, Clayton is seething
Cooper was infected by Neomorphic Motes
before he went into hypersleep. He knows that the with rage over a life lost in cryosleep. Aware
26 Draconis Strain cure is derived from the black that both Cooper and Flynn have invaluable
goo, and feared it was unsafe. He nev- information and experience regarding the
er took his inoculation, instead pocketing his scientific team's experiments on LV-1113, she
syringe and claiming he had administered the wants to bring both Flynn and a sample of the
shot to himself. Feeling sick before entering 26 Draconis Strain back to Weyland-Yutani for a
stasis, Cooper quickly deteriorates upon regain- ing
consciousness, complaining of immense nice fat paycheck.
migraines before beginning to talk nonsense and NOTE that only Clayton has the codes to the
going into epileptic shock. See the “Mother of all wall safe and the EEV in her quarters on Deck B of
Migraines” event for his final fate. the Cronus.
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S C E N A R I O
Pinion grew up with Bolaji in the Solomons. In A former combat pilot for the Colonial Ma-
their teens, they stole moon shuttles to- rines, Bein was dishonorably discharged for
gether. A year older than Bolaji, Pinion once nuking the wrong outpost during the Tientsin
accidentally crashed a commercial transport Campaign. An alcoholic, Bein is still a better pilot
while joyriding and wounded six people. Bolaji drunk than most colonial pilots are sober. Bein’s
took the fall and went to juvie for the crime, military knowledge and experience have been
keeping Pinion from suffering a real prison invaluable to the Sotillo.
sentence. She has stayed loyal ever since. At
1.95m, Pin is the muscle of the Sotillo crew. ALCOHOLIC: Se page 67 of the rulebook.
Pinion enforces Bolaji’s will.
STRENGTH 3, AGILITY 5, WITS 3, EMPATHY 3
STRENGTH 5, AGILITY 4, WITS 3, EMPATHY 2
HEALTH: 3
HEALTH: 5
SKILLS: Heavy Machinery 2, Ranged Combat 2,
SKILLS: Close Combat 3, Heavy Piloting 3, Observation 1, Command 2
Machinery 1, Stamina 1, Ranged Combat 2, TALENT: Reckless
Mobility 2, Command 1
GEAR: .357 Magnum Revolver (2 reloads)
TALENT: Overkill
PERSONAL AGENDA: Find a drink on this god-
GEAR: Armat M41A Pulse Rifle (2 reloads) damn ship.
PERSONAL AGENDA: Follow and protect Bolaji, no BUDDY: Horton
matter what the cost or risk.
RIVAL: Pin
BUDDY: Bolaji
RIVAL: Bein
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C H A R I O T O F T H E G O D S
HORTON, MECHANIC
U S C S S
C R O N U
S
WEYLAND SEV M3 HELIADES-CLASS
SCIENCE EXPLORATION VEHICLE
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S C E N A R I O
CRONUS – DECK A
2X 2 METERS
MU/TH/
UR
2000
130m
JUNCTION
A-1
STAIR-
WELL
AIR
SCRUBBERS
SHAFT
CRYO 1 CRYO 2
CRYO 3
SHOWERS AND
SHOWERS AND
EXAMINATION
WARDROBE
WARDROBE
ROOM
JUNCTION
A-2
TECHNICAL SPECIFICATIONS
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C H A R I O T O F T H E G O D S
CRONUS – DECK B
2X 2 METERS
COMMAND
STATION
BRIDGE
PILOT PILOT
STATION STATION
1 2
HOLO
DISPLAY
TABLE LIFE
SENSOR
SUPPORT
STATION
MONITOR
COMM
STATION
VESTIBULE 1 JUNCTION
VESTIBULE 2
(ARMORY) (EVA SUITS)
B-1
WC
STORAGE
STAIR-
WELL
CORPORATE
SUITE
MESS
EEV
HALL
AIR
SCRUBBERS
ENGINE SHAFT ENGINE
POD 1 POD 2
LIVING AREA
MEDLAB
SCI LAB 2
MECH B
MECH A
SCIENCE SECTOR
JUNCTION
STORAGE
MEDPODS
SCI LAB 1
B-2
REACTOR
CORE
ENGINE
POD 3 ENGINE
POD 4
SCIENCE
MODULE
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S C E N A R I O
PRODUCTION INFORMATION
CRONUS – DECK C
2X 2 METERS
JUNCTION
C-1
STORAGE STORAGE
STAIR-
WELL
CARGO CARGO
BAY 1 BAY 2
AIR
SCRUBBERS
ENGINE SHAFT ENGINE
POD 1 POD 2
CATWALK CATWALK
CARGO OFFICE
CATWALK
OPEN TO
DECK D OPEN TO
DECK D
MAINTENANCE
SHAFT MAINTAINENCE
BALCONY SHAFT
JUNCTION
COOLANT COOLANT
TANK TANK
C-2
REACTOR
RELAY
CONTROL
REACTOR
ENGINE ENGINE
POD 3 POD 4
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C H A R I O T O F T H E G O D S
MAP LEGEND
ARMORY
AIRLOCK WORKSHOP/ENGINEERING BARRACKS
CRONUS – DECK D
2X 2 METERS
ENGINE
POD 1 ENGINE
POD 2
VEHICLE
BAY
EQU
SHED VEHICLE PARTS DISPATCH
STORAGE OFFICE
ENGINE
POD 3 ENGINE
POD 4
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S C E N A R I O
DECK
A CR YO DECK
DARK: Until MU/TH/UR 2000 comes online, the GRAVITY: The artificial gravity on board still
interior is lit only by weak emergency works.
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S C E N A R I O
DECK
B MAIN DECK
J U N C T I O N B- 1: The ladder is undamaged
and all doors at this junction work.
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C H A R I O T O F T H E G O D S
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S C E N A R I O
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C H A R I O T O F T H E G O D S
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S C E N A R I O
DECK
C C AR G O D E C K
two dozen Engineer urns taken from LV- J U N C T I O N C - 2: Another relatively safe
1113, each containing four vials of junction with functioning doors. Nothing to
Agent A0-3959X.91-15. see here.
T TOOLS: Two bolt guns, a cutting torch, and
a maintenance jack can also be found
here. See Chapter 6 for more on these. C O O L A N T TANK S: These help keep the
engines from overloading. If sabotaged, the
reac- tor begins building to critical mass—but it
would take something very drastic and
inventive to de- stroy the ship in this way. They
aren’t accessible except via service tunnels.
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C H A R I O T O F T H E G O D S
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S C E N A R I O
DECK
D VEHICLE B AY
E V E N T S
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C H A R I O T O F T H E G O D S
A CT I: P A N D O R A ’S BO X
Eager to be done with this run and collect a pay-
with the Montero. Mother warns of imminent im-
check, the crew of the Montero wakes up to prep
pact. Klaxons on the bridge rage as warning lights
the ship for unloading. First, they gather in the
flash red. A small area without stars grows clos-
galley to eat. Use this time to have the players in-
er and closer. The PCs realize it’s a derelict ship
troduce their PCs to each other. For the first Shift,
without any running lights or beacons. “Brace for
all PCs count as Dehydrated (see page 72 of the
collision,” Mother drones. The pilot needs to
rulebook) due to the effects of hypersleep. As the
make a PILOTING check at –2 to avoid a collision.
PCs go about their duties, they begin to notice that
Failure means severe damage to the Montero,
things aren’t quite right. Suggested events:
crippling her FTL drive and causing explosive
decompres- sion in some sections of the ship.
P I N G : Suddenly, MU/TH/UR/6500 reports an Repairs take at least 18 hours (three Shifts). The
approaching ship—perhaps a colonial picket ship crew are un- harmed though.
protecting Sutter’s World, or a cargo inspector—
when there is none. A sensor diagnosis (COMTECH
GHO S T S H I P ( M A N D A T O R Y ) : Mother
roll) leads to the conclusion that it was a sensor
informs the crew that the ghost ship was the
malfunction and nothing more.
source of the distress call. Her engines dead,
inertia has carried the derelict along at her last
N O B O D Y ’ S H O M E ( M A N D A T O R Y ) : Sut-
achieved speed of .04 light speed. With no
ter’s World doesn't respond to any hails, and
running and interior lights on the ghost ship, the
there's no return ping from their beacon tower.
PCs can’t identify her until they come about and
That’s because the Montero is nowhere near the
catch up to her.
colony, and is instead in deep space. Naviga-
Coming alongside the ghost ship and kick-
tion star charts are off, and another COMTECH roll
ing on the floods, what they see is something
has the PCs determine they are nowhere near
out of the history books—it’s the USCSS Cronus,
Sutter’s World. Instead, they are in deep space
a Weyland SEV M3 Heliades-class spacecraft.
between stars.
Launched in 2110, it's been missing for three
quarters of a century. She is running on minimal
NEW O R D E R S ( M A N D A T O R Y ) : MU/TH/
power with all exterior and interior lights off. The
UR 6500 signals that she wants to talk to Captain
only sign of life from her is the repeating SOS
Miller. She informs her that they have picked up
signal. Show the players the cover image of this
a distress call from an unknown ship and need to
booklet. Mother informs the crew that a salvage
investigate. The mysterious transmission is too
operation is mandated by company rules. These
garbled for the PCs to determine who sent it. The
are their priorities:
crew needs to triangulate its location and trace
1. Recover scientific data and samples from
it to its source. The captain must stop the crew
the USCSS Cronus.
from their preparations and explain to them what
2. Escort the salvaged Cronus to Anchorhead or
is going on. As company rules say the PCs need
another W-Y facility.
to investigate, not doing so means they will
3. Save crew members on the Cronus.
forfeit their shares and get no money for the run.
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S C E N A R I O
M O T H E R OF A LL M I G R A I N E S
see page 40. As soon as it suffers any damage,
(MA N DA -
or when the signature attack list so indicates,
T O R Y ) : Soon after waking up, Dr. Cooper
the Bloodburster flees into the nearest air duct.
begins complaining of migraines. Before long,
As it makes its escape, it rapidly grows,
he stops speaking coherently, instead muttering
returning after just a few Turns to stalk the PCs
nonsense. A Bloodburster spore grows in his
as a fully grown
skull like a tu- mor, converting the cells of his
Neomorph. Play this out using the rules for stealth
brain into its own rapidly gestating body. As it
mode. Any PCs who are killed can be replaced by
grows, the creature essentially lobotomizes
crew from the Cronus.
Cooper from the inside out. When his seizures
reach a crescendo, the Bloodburster is born. If
G E T T I N G OUT OF D O D G E ? If the PCs
you like, use the boxed text below to describe
want to leave the Cronus, MU/TH/UR 6500
the harrowing scene. All PCs present must
triggers the destruction of the Montero under
make an immediate Panic Roll.
Special Order 966 from Weyland-Yutani. See the
Aggressive, the infant Neomorph immediately
event “T-Minus Ten Minutes” below.
attacks the nearest PC. For Bloodburster stats,
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S C E N A R I O
A CT I I : T H E L O N G N I G H T
Having defeated the Neomorph (or still being
stalked by it), the PCs get a chance to catch their even if they refuse to examine the ship in the first
place. The PCs’ comm units crackle to life with a
breath and start planning their way home—only
burst of static. It’s Mother, contacting them directly
to realize there are other dangers lurking about.
from the Montero. “Displacement Drive malfunc-
Suggested events:
tion,” she drones. “Cascade failure imminent. Fission
reactor overload in T-minus ten minutes.” STRESS
PARTIAL TRUTHS (MANDATORY):
LEVEL +1 for all PCs.
Hav-
ing recovered his senses after the long Mother continues to remind the PCs at one-min-
hypersleep, Johns tells the PCs that they set down ute increments, until there are 30 seconds left, at
on LV-1113 and explored some ancient ruins—to which point she counts down to 0. This culminates
which Clay- ton quickly interjects that it was an with the total destruction of the Montero in a huge
archeological mission. Their science team explosion. There is no way to stop it, although the
collected important artifacts (the ampules in the PCs could try. You don’t need to play this out Round
science lab) and inadvertently brought back by Round, but ask the players what they want to do
spores with them that infected some of the crew and keep counting down at regular intervals to
with Neomorphic Motes. Johns also knows about keep the pressure up.
the egg sacs and the dan- ger they pose. If they head back to the Montero and ask MU/
The doctors on the science team came up with TH/UR 6500 to stop the countdown, she refuses,
a cure that neutralizes the Neomorphic growth even if ordered by Wilson. A successful COMTECH
roll in the Montero’s reactor control confirms
and turns it into an inert tumor. They inoculat-
that the destruction of the ship cannot be
ed everyone, so Johns is confused. A search of
stopped, and reveals that the countdown seems
Cooper’s pockets reveals his still-full syringe—he
to have been triggered intentionally. The truth is
never used it.
that MU/TH/UR 6500 has triggered the
If any of the PCs removed their compression
countdown herself, follow- ing Special Order 966
suits—likely, as their air supply has probably run
to ensure that the Cronus is brought back to
out by now—Dr. Flynn suggests that they be
Weyland-Yutani.
inoculated immediately, as they have probably
The players should realize that their only chance
been infected by the Neomorphic Motes. One PC
to survive is for all to board the Cronus, and to get
can use Cooper’s dose, and there are other
as far away as possible from the Montero before she
prepared doses in the Medlab, possibly prompting
detonates. If they don’t realize this by themselves,
a trip there to retrieve it. If they do decide to go,
have an NPC point it out. The engines of the Cro-
Dr. Flynn wants to go with them to retrieve one of
nus are still offline, so the only way to reach safe
the “artifacts” that was left there (the full ampule
distance is to set the Montero on a course far away
or one of the vials).
from the Cronus.
Either a PC must sacrifice themself, or the
BA D A I R : Aboard the Cronus, everyone has
pilot can set the Montero on autopilot and use the
trouble taking deep breaths—the air there is
ancient cargo shuttle Daisy to get back to the
stale and heavy in carbon dioxide (see page 19).
Cronus. Either way, have the pilot plotting the
Johns tells them that after decades of disuse, the
course for the Mon- tero make a hard (–2) PILOTING
air scrubbers probably need their filters replaced
roll. If it fails, the ship doesn’t reach safe distance
in the central air scrubber shaft.
from the Cronus and the massive explosion causes
explosive decompression in D6 compartments on
T- M I N U S TEN M I N U T E S
the Cronus. Decide which as you see fit—you can
(MANDATORY):
have it happen to areas where PCs or NPCs are
This event can occur in Act I if the players decide
located, for extra drama.
to abandon the Cronus before they find her crew,
or
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C H A R I O T O F T H E G O D S
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S C E N A R I O
PLAYING ABOMINATIONS
After a PC is infected, they find themselves to them in the past—allowing those facing
struggling to maintain their sanity whilst them to get a chance to regroup. For ex-
dealing with excruciating pain. A PC can ample—an Abomination might find his way
fight the transformation and sometimes back home, to his quarters, or to his ship, or
make it deep into Stage II before rage over- be distracted by a hologram of a loved one.
takes them. By then, they rely on instinct By the time they reach Stage III, they are
only, although they can sometimes be something different altogether—they are
confused by something that was important something ALIEN.
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C H A R I O T O F T H E G O D S
A CT I I I : D I V I D E D WE F ALL
In the final Act of the scenario, the PCs need to
fight for their lives in the derelict ship, facing containers of Agent A0-3959X.91–15 as she can
off against the corporate agents, Lucas, and into her quarters using the EEV as an insurance
the infected crew members, without knowing policy.
who is on their side and who is transforming Clayton sends Wilson, or whomever else she’s
into an cajoled to her side, to accomplish this. If none of
Abomination. In this Act, the Personal Agendas of this is possible, she at least wants one inoculation
the PCs play out in full—especially for Lucas and syringe full of the 26 Draconis Strain and an urn
Wilson—and what happens is largely determined or vial from the Medlab or Science Labs so as to
by the players themselves. Here are some sug- have something to return with. If things go bad,
gested events however: Clayton tries to kidnap Dr. Flynn and escape with
as much as possible on the EEV.
G O I N G H O M E : Thanks to the work of the PCs
and/or NPCs, the engines of the Cronus come THE I N F E C T I O N S P R E A D S: While the PCs
back online. As soon as this happens, MU/TH/ struggle with how to react to Clayton, more
UR 2000 locks the ship on a course for Earth. A PCs are affected by the 26 Draconis Strain in-
COMTECH roll reveals that the mainframe is under oculation, turning more and more players into
Special Order 966 to return the Cronus to Earth. antagonists possibly until only a single unturned
No PC can override this order. PC remains.
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S C E N A R I O
USCSS SOTILLO
USCSS SOTILLO
HAWKER SYSTEMS V-10C
MANTIS-CLASS RESUPPLY SHIP
45m
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C H A R I O T O F T H E G O D S
IT I S N ’ T O V E R U N T I L I T ’ S O VER
If the PCs escaped on the Sotillo, it’s possible
that one or more Stage III or Stage IV Abomina- and the beast can damage it. Again and again
tions have climbed aboard her hull before the PCs the rage-filled monstrosity crashes its bulbous
took off. If so, it isn’t over yet. Have the surviving fists into the reverberating viewport. With the
player(s) sigh in relief, and rest long enough to fourth blow, the window catches the glint of a
relieve their STRESS LEVEL. As their adrenaline rush faraway star as a hairline crack begins to splin-
subsides, they begin prepping the displacement ter across its surface. STRESS LEVEL +1 for all PCs
drive for FTL speeds. They gaze out at the stars, inside.
and two fists slam hard against the viewport. If the PCs activate the viewport shields, there
Instead of the cosmos, they stare into the eyes of is a good chance they maim or kill one of the
Abominations in the process (it gets its head or
a monster.
limb stuck between the closing metal sheets). If
One of the Abominations is trying to smash
the PCs don’t get all the remaining Abominations
through the cockpit viewport. While it isn’t
off the hull, the creatures damage the Sotillo and
strong enough to, the PCs don’t know that—
she ends up adrift as well. ■
E P I L O G U E
A G E N D A S & S T OR Y P O I N T S
After it’s all over, evaluate how well the players
followed their PC’s Personal Agendas for Act III, Story Points belong to players, not PCs, and
players can keep their Story Points to use in the
and hand out a Story Point to each player who
next Cinematic Scenario if they wish. No play-
did. Then have the players reveal all their
er can ever have more than three Story Points,
Personal Agendas for the scenario if they so wish,
however. ■
and have a debriefing discussion. These can be a
lot of fun!
SIGNING OFF
Here is a suggested sign-off message by one tero. [PC NAME] reporting. Only [NUMBER]
of the PCs, assuming anyone is still alive. The of us have survived. The rest of the crew are
player of this PC can read the follow- ing dead, as are the crew of the Science Explo-
message aloud, or adapt it according to what
ration Vehicle Cronus. Both ships and their
happened in the scenario.
cargoes destroyed. It’s up to the Colonial
Final report of the commercial starship Mon- Marshals to take it from here and clean up
this mess. This is [PC NAME], signing off.
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S C E N A R I O
A P P E N D I X I:
T H E X E N O M O R P H S
SPEED
Xenomorphs are often much faster than human
beings. This is represented by their Speed rat-
T IN COMBAT, a Xenomorph gets to act one time
for each point of Speed in each Round.
ing. Speed has two uses: Draw one initiative card for each point of
T IN STEALTH MODE (see page 51 in the rulebook),
the Xenomorph can move two zones per point
Speed. At each point of action, the xenom-
orph gets to perform one fast and one slow
of Speed each Turn. Humans can only move
action.
two zones, i.e. they have a Speed of 1.
SIGN A T URE A T T A CK S
Most Xenomorphs attack only in close combat,
on the table for the creature’s signature attacks,
at ENGAGED range. However, they don’t make
and resolve the effects. Some signature attacks
ordi- nary close combat attacks. Instead, each
are extremely deadly. ■
time a Xenomorph attacks, roll a D6 or choose
an attack
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C H A R I O T O F T H E G O D S
D6 CRIT EFFECT
CRITICAL
1 INJURIES
Rise Again ON XENOMOrPHS
The Xenomorph falls to the ground, seemingly dead, but it’s a ruse. If it’s
attacked again, or on its next initiative, it regains one point of Health and
rises—fueled by instinctive hatred.
2 Wounded The Xenomorph staggers, bleeding severely. It gets Speed –1 (down to a min-
imum of 1, losing the lowest initiative), but regains one point of Health. Roll a
D6 at the start of each Round. On 1–3, it tries to escape.
3 Desperate The Xenomorph is severely wounded and cries out in alien fury. It immediate-
Action ly gets to perform a fast and a slow action, outside of the normal turn order.
Roll a D6: On 1–3, it tries to escape (if it succeeds it regains half its Health).
On 4–6, it instantly attacks the closest opponent. If it fails to inflict any dam-
age, the creature dies. If it succeeds, it regains one point of Health.
4 Last Breath The Xenomorph is mortally wounded and contorts wildly. On its next initia-
tive, it will try to kill the nearest victim, then the beast dies. If it’s wounded
again before then, it dies instantly.
5–6 Torn Apart Instant death. The Xenomorph is torn apart or crushed amidst shrieks of rage.
Severely mutilated, it can only be Analyzed with OBSERVATION –2.
NEOMORPH
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C H A R I O T O F T H E G O D S
S T A G E I : N E O M O R P H I C E G G S A CS
Small, bulbous pods that grow like fungus, the
C ONTAINMENT AND TERMINATION
egg sacs are the result of the mutagenic Agent
P R O T O C OL: The best way to be rid of the Egg
A0-3959X.91-15 interacting with pollen and
Sacs is to expose them to severe temperature
micro- bial elements on a planet or in a
changes—they can be destroyed with fire or
spacecraft. Once made inert with liquid nitrogen (at least until
formed, these bird’s egg-sized pods tend to grow they thaw).
in clutches of 2D6—and there are often several
clutches in any infected area. The egg sacs are
the delivery system for the Neomorphic Motes
(see Stage II).
S T A GE I I : NE O M O R P H I C MO TES
When the egg sacs are disturbed, they release
I N F E C T I O N : Exposure to Neomorphic Motes is
what appears to be a puff of pollen. In reality,
normally handled as a disease with Virulence 9. If
it is a synchronized swarm of highly infectious
the Sickness Roll fails, the patient enters Stage III
Tachinidae tabellarium motes, smaller than
within one Shift. No more Sickness Rolls are made.
grains of sand. Possessing a primal hive intel-
For the purposes of this Cinematic scenario, you
ligence, the motes target the nearest potential
are well within your rights to skip the roll and sim-
host and zero-in on an unprotected orifice
ply decide which PC or NPC is infected and enters
such as the eyes, ears, nose, throat, or an open
Stage III and when, for maximum dramatic effect.
wound. From there they enter the bloodstream
and inject microscopic amounts of Agent A0-
C ONTAINMENT AND TERMINATION
3959X.91-15 into the victim’s white blood cells. P R O T O C OL: Neomorphic Mote tend to avoid
smoke and are killed by fire.
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S C E N A R I O
S T A GE I I I : NE O M O R P H I C BL O O D B U R S TER
Once the Motes enter a host’s bloodstream, they
de- liver their microscopic payload and die. The aggressive, they lash out at anything and everything
injected Agent A0-3959X.91-15 begins to mutate around them. They use their claws, tail, and teeth
white blood cells as they circulate throughout the to savagely maul their victims.
body until they form a cancerous growth that
becomes lodged in a vein or arterial wall. This B I R T H : A patient entering Stage III is im-
tumor can take root in any bodily area of mediately killed outright by the birth of the
sufficient mass—such as the lungs, the digestive Bloodburster. The newly born Bloodburster takes
tract, the esophagus, or even the brain. Forming one Round to sluggishly free itself from its amni-
an amniotic sack, the tumor begins rapidly otic sack. As soon as it is free, it flies into a
converting the host's own mutated cells into a savage rage and attacks any living creature it
larval Bloodburster. encounters. See the table of signature attacks
If lodged in a region of the body with dense below. After just a few Turns, the Bloodburster
muscle or bone and no easy egress, the gestating enters Stage IV (juvenile Neomorph).
creature develops dorsal spines to aid in its
escape. When the newly formed Bloodburster is S P R I N T : As a slow action, the Bloodburster
ready to be born, it violently removes itself from can sprint as if having used two run actions, i.e.
the host— using its inordinate strength, spines, through two zones or from an adjacent zone di-
teeth, and claws to cut and tear through flesh, rectly into ENGAGED range from a target.
bone, and sin- ew. The process causes severe
C O N T A I N M E N T AND T E R M I N A T I O N
hemorrhaging and massive tissue damage in the
P R O T O C O L : The best bet is to attack a Blood-
host, is always fatal, and results in the birth of a
burster right after birth—before it has sluggishly
Bloodburster.
freed itself from its amniotic sack (above). Fire or
Bloodbursters have a bulbous head with sharp
any serious damage done to the creature at this
canines, and run about on all fours. These rabid
time causes it to run off and hide while it rapidly
quadrupedal creatures rely on their speed and
grows to its juvenile form.
agil- ity to avoid damage. Emerging about 0.3
meters in length, Bloodbursters continue to grow
exponential- ly, visibly getting larger as they move
about. Highly
BLOODBURSTER ATTACKS
D6 ATTACK
1–3 ESCAPE. With a snarl, the Bloodburster flees, moving two zones away in a single action, into the
nearest air duct if possible. As soon as the PCs lose line of sight, combat ends and
stealth mode ensues. After D6 Turns, the Bloodburster grows into a Juvenile Neomorph and starts
stalking the PCs.
4 TERRIFYING HISS. The Bloodburster jumps onto the victim, showing its razor-sharp teeth and hissing.
The victim must make an immediate Panic Roll.
5 LEG BITE. With a snarl, the Bloodburster bites the victim’s leg. Roll for the attack using six Base
Dice, Damage 2. If the attack causes damage, it automatically inflicts critical injury #53 (even if
the victim is not Broken), triggering an immediate Panic Roll.
6 THROAT BITE. The Bloodburster bites the victim’s throat. Roll for the attack using eight Base Dice,
Damage 1. If the attack causes damage, it automatically inflicts critical injury #61 (even if the
victim is not Broken), triggering an immediate Panic Roll.
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C H A R I O T O F T H E G O D S
S T A GE IV : NE O P H Y T E ( J U V E N I L E NE O M O R P H )
Growing from 1.2 to 1.8 meters in length, a juvenile
Neomorph continues to maneuver on all fours. S P R I N T : As a slow action, the Neomorph can
While their heads are still bulbous, they have sprint as if having used two run actions, i.e.
begun to elongate and taper to a point. They are through two zones or from an adjacent zone di-
aggressive hunters who are hard to frighten rectly into ENGAGED range from a target.
away. Juveniles target one prey animal in a pack
C O N T A I N M E N T AND T E R M I N A T I O N
and devote all resources to taking that prey
P R O T O C O L : Even when taking weapons
down, even going so far as to track it if it escapes.
fire, a juvenile Neomorph is so focused on the
Feral and ferocious, a juvenile Neomorph uses its
attack that it ignores damage to itself until it
sharp- tipped tail and teeth to attack.
becomes critical. Overwhelming concentrat-
EVO LV I N G : After one Shift, the juvenile Neo- ed fire will eventually take the thing out, if it
morph enters Stage V and becomes an adult doesn't get you first.
Neomorph.
S T A GE V : A D U L T NE O M O R P H
As it reaches adulthood, the Neomorph’s smooth,
eyeless head becomes more elongated and burn themselves out. An adult Neomorph typi-
pointed. Soon, it assumes a gaunt, bipedal cally dies of natural causes within 24 hours (four
stance, reaching a height of 2.1 meters or more. Shifts). Fungus interacting with the decaying
When the creature’s mouth closes, its jawline is corpse will be transformed into new spore sacs,
impercepti- ble, giving it an inquisitive, ethereal continuing the cycle.
appearance. When provoked, the adult
Neomorph’s upper jaw protrudes in a manner C O N T A I N M E N T AND T E R M I N A T I O N
similar to a goblin shark, allowing it to grasp prey P R O T O C O L : Adult Neomorphs go down quick
and pull it in for the kill. As adults they utilize with a full burst from a pulse rifle, but any auto-
stealth tactics to hunt their prey, but they are still matic weapon does the job eventually. A finishing
voracious carnivores. shot to the head is a good idea, as these creatures
have been known to get up and attack even when
S H O R T L I F E S P A N : The life cycle and meta- they seem to be dead.
bolism of Neomorphs is so fast that they quickly
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S C E N A R I O
D6 ATTACK
NEOMORPH
1 ATTACKS
TERRIFYING HISS. The Neomorph leans in close to the victim, showing its razor-sharp teeth
and hissing. The victim must make an immediate Panic Roll.
2 TAIL SLASH. The Neomorph pivots, slashing its victim with its sharp tail. The victim is at- tacked
using ten Base Dice, Damage 2. The attack is armor piercing, halving any Armor Rating.
4 LEAPING ATTACK. The Neomorph jumps at the victim. Roll for the attack using eight Base Dice,
3 DEADLY GRAB. The Neomorph jumps at its victim, grabbing it and dragging it away. Roll for the
attack using eight Base Dice, Damage 1. If it hits, the Neomorph immediately drags the victim into
the next zone (MEDIUM range) before releasing it. The victim falls prone, drops any hand-held
items, and must make an immediate Panic Roll.
Damage 1. If the attack is successful, the victim is thrown to the ground and must make an
immediate Panic Roll, and the Neomorph immediately performs an extra attack with ten Base
Dice, Damage 2 (does not count as an action). The extra attack cannot be blocked.
5 THROAT BITE. The Neomorph bites the victim’s throat. Roll for the attack using eight Base Dice,
Damage 1. If the attack causes damage, it automatically inflicts critical injury #61 (even if the
victim is not Broken), triggering an immediate Panic Roll.
6 TAIL SPIKE. The Neomorph impales the victim with its razor-sharp tail. Roll for the attack using
seven Base Dice, Damage 1. The attack is armor piercing, halving any Armor Rating. If the attack
causes damage, it automatically triggers critical injury #66 (even if the victim is not Broken),
killing the victim outright.
ADULT NEOMOrPH
SPEED: 2
HEALTH: 6
SKILLS: Mobility 9, Observation 8
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C H A R I O T O F T H E G O D S
A B O M I N AT I O N
S T A GE I: I N F E C T E D
T R A I T S: Anger, Confusion, Acidosis
I N F E C T I O N : Exposure to the 26 Draconis
Strain is normally handled as a disease with
Changes begin with the onset of rapid skin mot-
Virulence 6. If the Sickness Roll fails, the patient
tling that starts in the subject’s extremities and
enters Stage I.
moves inward towards the core body. Eventually
For the purposes of this Cinematic scenario,
the subject’s skull begins to soften and elongate
you as GM are allowed skip the roll and simply
as their brain grows and is rewired. By the end of
decide if a PC is infected, for maximum dramatic
this stage, the process becomes excruciating and
effect.
the subject lashes out. As acidosis takes effect,
Within one Shift, the patient starts to exhib-
the subject’s pH levels shift significantly.
it the first symptoms, which causes their STRESS
LEVEL to increase by one. Within another Shift, the
patient typically advances to Stage II.
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S C E N A R I O
A B O M I N A T I O N S TA GE I I I : " R E V E N A N T "
S T A GE I I I :
“REVENANT”
T R A I T S: Instinctual Aggression, Ad-
vanced Dementia
E F F E C T S : STRENGTH increases by a
further 2 (and Health along with it).
AGILITY is increased by 1 more. WITS
is reduced to 1. No skills based on
WITS except OBSERVATION can be used.
Immune to MANIPULATION and panic.
Cowl gives a natural Armor Rating of
3. The subject is now handled as a full
Xenomorph and gets its own table
for signature attacks (see next page).
Within four Shifts, the subject advanc-
es to Stage IV.
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C H A R I O T O F T H E G O D S
S T A GE IV : “ B E L U G A - H E A D ”
T R A I T S: Complete Cellular Metamorphosis
subject moves about on all fours like an ape
and no longer retains any human characteris-
The subject’s gelatinous cowl grows opaque
tics. While not as powerful or intelligent as a
and solidifies as their eyes grow dark and shift
Xenomorph XX121, the Beluga-Head is a force
to the sides of their bulbous head. Their skin
to be reckoned with.
turns a translucent mottled gray and their
features grow similar in appearance to a Xeno-
E F F E C T S : As Stage III, with STRENGTH increas-
morph XX121, albeit with a much shorter head,
ing by yet another 2 (and Health along with it).
more prominent eyes and elongated arms. The
Cowl now gives a natural Armor Rating of 6.
1 HORRIBLE ROAR. The Abomination screams in fury. All humans in SHORT range must make an
immediate panic roll.
2 FIST STRIKE. The Abomination strikes its victim with a powerful punch. Roll for the attack with ten
Base Dice, Damage 1.
3 THROW. The Abomination grabs the victim and tries to slam it into the nearest hard surface. Roll
for the attack using nine Base Dice, Damage 1. If the attack hits, the victim lands prone at SHORT
range from the Abomination, drops any hand-held items, and must make an imme- diate Panic
Roll.
4 POUNCE. The Abomination leaps onto its victim like a big monkey. Roll for the attack using eight
Base Dice, Damage 1. If the attack hits, the victim is knocked to the ground, drops any hand-
held items, and must make an immediate Panic Roll. The Abomination then starts pounding the
victim with its powerful fists. This is resolved as an immediate bonus attack with twelve Base
Dice, Damage 2.
6 HEAD CRUSH. The Abomination grabs the victim’s head and tries to crush it with its bare hands. Roll
5 ARM PULL. The Abomination grabs the victim’s arm and tries to pull it clean off with its bare hands.
Roll for the attack using six Base Dice, Damage 1. If the attack causes damage, it automatically
triggers critical injury #54 (even if the victim is not Broken), triggering an immediate Panic
Roll.
for the attack using seven Base Dice, Damage 1. If the attack causes damage, it automati- cally
triggers critical injury #64 (even if the victim is not Broken), killing the victim outright.
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S C E N A R I O
A P P E N D I X II:
T A L E N T S
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C H A R I O T O F T H E G O D S
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S C E N A R I O
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