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Table of Contents
Augmentation Arms & Armour Optional Rules
Cyber & Bio.…....…3 Power Armor……26 Ammo…………….34
Attributes……….....4 Additional Spacecraft &
Weapons………..30 Vehicles………….35
Core………………….5 Spacecraft
construction……36
Frameworks……….13 New Skills……….39
Cranial………………15
Limb…………………19
Miscellaneous……22
Dermal……………..25
Additional game options designed to enhance and lengthen gameplay by allowing for more
character customization. This is especially useful for character variety, and longer
campaign play. All feedback is welcome!
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Expanded Cybernetic & Bio-
Implant Catalog
In the ALIEN universe, augmentation and
cybernetics are a natural extension of
corporate ambition and human survival in Limits of Augmentation
hostile frontiers. Firms and governments
constantly push the boundaries of Augmentation allows characters to push
medicine, bioengineering, and military beyond natural boundaries through lore-
science, splicing alien biology with appropriate, immersive enhancements. Yet
cutting-edge cybernetics to craft even the most advanced modifications have
operatives who can endure the void of limits — no human can be engineered into
space, the toxic atmospheres of colony limitless perfection. To reflect these
worlds, and the brutal reality of corporate constraints, the total benefits of augmentation
warfare. The Game MUTHUR may are capped: no more than a +5 bonus to any
describe these enhancements as single skill, and no more than a +2 bonus to
experimental xenobiological grafts, any single attribute. Even so, the addition of up
prototype cybernetic frames, or illicit to seven extra dice remains an extraordinary
black-market mods, depending on the advantage — one that may prove irresistible to
tone of the campaign. While such the wealthiest and most powerful individuals
augmentation offers undeniable willing to pay the price.
advantages, it also embodies the cold
pragmatism: every implant carries a cost,
and even the most advanced technology
cannot erase the limits of flesh. This is
called Strain.
• Strain: The cost on your humanity, health or well-being that the implant or
augmentation has. Total Strain cannot exceed the higher of your STR or WITS (or
the character dies). Use your base attribute value (before any improvements).
• Improving Augmentation: Augmentation, like all technology, is constantly
undergoing improvement. To simulate the emergent technology and advancement,
assume you can get any of the enhancements below at double cost with the
benefit halving the Strain amount.
• Deplete: Some augments have the keyword Deplete. These augments are
exhausted after use and generally require a reinvestment of 20% of the initial cost to
be functional again.
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Attribute & Musculature Enhancements
Major augmentations that are available in two levels of intensity. They are compatible with
each other assuming you can afford the ludicrous cost and incredible strain to your system.
These augmentations and enhancements are massive operations that require 1d6 months
of recovery, but a stamina roll may reduce the recovery time (minimum 1 month).
Adroit HyperAgile Enhancements
Subtle xenobiotech grafts reinforce tendons and
muscles, enabling movements with uncanny precision,
speed, and grace beyond human limits.
• Game Effect: +1/+2 to Agility
• Strain: 1/2
• Cost: $500,000 / $1,000,000
Augmented Musculature & Boneframe
Reinforced bone lattice and bio-engineered muscles
grant enhanced lifting power and resilience against
crushing forces and blunt trauma.
• Game Effect: +1/+2 to Strength
• Strain: 1/2
• Cost: $500,000 / $1,000,000
Cerebral Multitask Buffers
Neural grafts compartmentalize thought, letting the
brain run multiple complex tasks in parallel without
loss of focus or stability.
• Game Effect: +1/+2 to Wits
• Strain: 1/2
• Cost: $500,000 / $1,000,000
Sosh-Morph Integrate Suite
A biomechanical suite tuned to sharpen empathy, adaptability, and social intuition, subtly
heightening awareness of emotions and relationships.
• Game Effect: +1/+2 to Empathy
• Strain: 1/2
• Cost: $500,000 / $1,000,000
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Core Body Augments
Core body augments cover a slew of different implants and modifications designed to
support a focused task or function. Recovery time post surgery is generally 1d6 weeks, but
a stamina roll may reduce the weeks required (to a minimum of 1).
Anti-Trauma Hardening
Subdermal reinforcements minimize blunt trauma, dispersing force to prevent catastrophic
internal damage.
• Game Effect: +1 to Armor (Does not increase armor above 2)
• Strain: 0.25
• Cost: $125,000
Auto-boost Recovery
Implanted med-injector delivers fast-acting stimulants to pull a soldier back into action
after being hit.
• Game Effect: Heal 2 HP instantly after you take damage, 1x per Stretch
• Strain: 1
• Cost: $100,000
Bioprocessor Medikit
Internal processor synthesizes medicines
on demand, turning blood chemistry into
emergency treatments.
• Game Effect: Embedded Medkit
• Strain: 0.25
• Cost: $50,000
Complex Analysis Suite
Internal AI triage module gives instant
analysis of injuries, infections, and
treatments.
• Game Effect: Complex analysis AI, +2 to Science rolls in combat
• Strain: 0.25
• Cost: $75,000
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Cortisol Regulator
A glandular implant dampens panic-inducing hormones, preventing fear spirals during
terrifying encounters.
• Game Effect: -1 Stress gain from personal and group panic rolls and effects
• Strain: 0.25
• Cost: $75,000
Dazzler Implant
A micro-optical emitter that blinds or disrupts scopes, temporarily breaking line of sight or
aim.
• Game Effect: Interferes with optics 1/shift, enemies suffer –2 to attacks (3 rounds)
• Strain: 0.5
• Cost: $100,000
Digestive Synth Array
Super efficient digestive enzymes allow for nutrient storage and slow release.
• Game Effect: Ignore starvation rules for 1 week
• Strain: 0.25
• Cost: $100,000
Doc-on-the-Go
Internal triage module gives instant analysis of injuries, infections, and treatments via
embedded tools.
• Game Effect: Embedded medkit, with additional surgery field kit, monitoring &
analysis scanners and relevant medical drugs
• Strain: 0.25
• Cost: $100,000
Emergency Cryo Flush
Cools the body rapidly during critical trauma, halting bleeding and slowing collapse until
full medical care is possible.
• Game Effect: Delays death by 1 Stretch (GM Discretion) adds +2d6 weeks to
recovery. Deplete
• Strain: 0.5
• Cost: $100,000
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Internal Power Cell
Micro-reactor grafted near the sternum provides hours of continuous power for external
devices and life-support equipment.
• Game Effect: Power devices for a few hours (5 supply dice)
• Strain: 0.5
• Cost: $50,000
Internal Stabilization Kit
Implanted drug reservoirs deliver instant stimulants and
stabilizers, keeping operatives alive during catastrophic injury.
• Game Effect: Ignore first fatal critical (within reason).
Deplete
• Strain: 1
• Cost: $150,000
Limb-Lock Brace & Synthetics
Implanted braces keep shattered limbs locked in place,
preventing collapse under damage until treatment is possible.
• Game Effect: Ignore one limb injury. Deplete
• Strain: 0.5
• Cost: $100,000
Metabolic Lockdown Trigger
A stress-response failsafe slows metabolism to near stasis, preserving life in otherwise
lethal conditions.
• Game Effect: Survive near-death state for 30 minutes
• Strain: 0.25
• Cost: $100,000
Nanite Repair System
A reservoir of self-repairing nanites, constantly healing damage and maintaining full
function.
• Game Effect: +1 Health regen each Stretch, +2 to Stamina rolls
• Strain: 0.5
• Cost: $75,000
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Neural Motion Sensors
Implanted detection system tracks movement and feeds to a HUD for tactical awareness.
• Game Effect: Motion Tracker (M316 equivalent), Power 5, 1 Power/shift natural
recharge
• Strain: 0.5
• Cost: $50,000
Neural-Motor Tuning
Adaptive neural tuning aligns skills toward a single specialty per shift, granting performance
surges but straining mental equilibrium.
• Game Effect: +1 to any 3 Skills for 1 shift, –1 to all others
• Strain: 0.5
• Cost: $150,000
Neuro-Endometic Xeno Reflex
Biological mimicry implant splices alien-like reflex arcs
into human nerves, giving unnatural reaction time.
• Game Effect: +2 to Mobility
• Strain: 0.5
• Cost: $150,000
Noise Cancellation Graft
Implanted resonators dampen external sound,
countering sonic weapons and protecting
concentration.
• Game Effect: +2 Mobility for stealth
• Strain: 0.25
• Cost: $50,000
OxyBoost Spen Mod
Implanted oxygen reservoir and blood oxygenation booster doubles air supply and reduces
suffocation risk.
• Game Effect: Hold breath for significantly longer (Air Supply 2 or 2x air supply)
• Strain: 0.25
• Cost: $50,000
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Phero-Agitant
Implant releases airborne pherotoxin that destabilizes others, driving aggression or
agitation in crowds.
• Game Effect: Causes +2 Panic to all within Near range
• Strain: 0.5
• Cost: $100,000
Radiation Purger Liver
An engineered liver that neutralizes radiation
poisoning and filters toxins rapidly.
• Game Effect: +2 Survival vs radiation effects
• Strain: 0.25
• Cost: $60,000
Redundant Organ & Trauma Coagulant
Backup synthetic organ grafts and clotting
reservoirs extend survival after catastrophic injury.
• Game Effect: Auto succeed first death roll,
+2 to further rolls until stabilized
• Strain: 1
• Cost: $250,000
Reflex Overdrive Chip
Implanted synapse accelerators allow temporary combat instinct boosts, giving rapid
reactions at the cost of strain buildup.
• Game Effect: +2 to Initiative, +1 Stress for every use after first in same stretch
• Strain: 0.5
• Cost: $75,000
Reinforced Orthoframe
Exoskeletal bracing prevents collapse from fractures, keeping the user mobile even under
extreme trauma.
• Game Effect: Ignore first bone fracture/break injury. Deplete
• Strain: 0.5
• Cost: $100,000
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Reinforced Frame & Bone Density Armoring
Carbon-dense bones withstand extreme force, dispersing damage that would cripple
others.
• Game Effect: –1 Damage when taking damage (min 1)
• Strain: 1
• Cost: $200,000
Shock Ejector Reflex
Implanted shock nodes auto-trigger after being struck, delivering concussive discharge to
force attackers back.
• Game Effect: 2 Stun Damage, AP to melee attacker (1/round). Can elect to make
unarmed attacks do 2 Stun Damage (Base)
• Strain: 1
• Cost: $100,000
Soma Sync EKG Booster
Internal circulatory stabilizer that maintains vitals under stress, buying time during shock,
overexertion, or oxygen loss.
• Game Effect: Ignore 1 Panic Roll result per shift; start next shift with 1 Stress
• Strain: 0.5
• Cost: $75,000
Stabilizer MedSuite
Integrated medical suite regulates toxins, stabilizes vitals, and auto-injects treatments
during emergencies.
• Game Effect: 3 different drugs/medications can be loaded into auto-injectors. In
addition, anyone can stabilize you as if they had a medkit (+2).
• Strain: 0.5
• Cost: $100,000
Stasis-Ready Vascular Mod
Protects bloodstream during emergency cryo, preventing rupture and trauma when frozen
suddenly.
• Game Effect: No Stress or negative effects when entering or coming out of cryo
• Strain: 0.25
• Cost: $50,000
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Synthetic Endorphin Pump
A discreet glandular regulator that releases artificial endorphins to stabilize panic, reduce
stress spikes, and keep morale under fire.
• Game Effect: –2 to Panic/Stress rolls
• Strain: 0.5
• Cost: $100,000
Synthetic Filter
Specially grown gut biotics allow consumption of inedible or toxic substances, filtering
them into usable nutrients.
• Game Effect: +2 to resist viruses, toxins and similar effects
• Strain: 0.25
• Cost: $75,000
Synthetic Lung Converter
Implanted bio-lung filters air for survival in low-
oxygen or toxic atmospheres.
• Game Effect: Immune to suffocation in
toxic/low-O2 environments
• Strain: 0.25
• Cost: $75,000
Thermic Pulse Veins
Engineered blood vessels resist extreme heat and
temperature shifts, granting limited survival in
hostile environments.
• Game Effect: +2 Survival to Heat/Cold rolls
• Strain: 0.25
• Cost: $50,000
Wey-Yu Xeno Virotap
A forbidden xenotech graft that replicates alien regenerative traits granting self-healing.
• Game Effect: Gain 1 Stress to Regain 1 HP/round for 3 rounds
• Strain: 1
• Cost: $100,000
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Wing-morph augment frame
Integrated bio-morphs and cybernetic support to grant assisted winged flight.
• Game Effect: Fly at normal movement rate. Faster when descending from height.
• Strain: 1
• Cost: $150,000
XenoMod Aquatic Hybrid
Genetic splice grants aquatic adaptation: gills for breathing underwater and light webbing
for propulsion.
• Game Effect: Function underwater nearly indefinitely and ignore most underwater
penalties
• Strain: 0.5
• Cost: $150,000
XenoMod Cyber-Mobility BioSculpt
Bioengineered musculature reshapes limb mechanics for superior mobility and unnatural
endurance.
• Game Effect: Move 2 zones instead of 1 when moving
• Strain: 1
• Cost: $150,000
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Full Tuning Frameworks
Full augmentation tuning frameworks are the equivalent of custom modifications that push
and pull at the body to get it to excel at specific tasks. While the effects are significant, a
character can only have one framework installed at a time, recovery is similar to core body
augmentation.
Combat Piloting Integration Framework
Neural interface heightens craft awareness and
reflex response, syncing the user directly with
vehicles.
• Game Effect: +3 to Piloting, Gunner, and
Comtech (applicable only to a single
vehicle type or spacecraft class)
• Strain: 1
• Cost: $500,000
DocTech Framework
Compact maintenance array enhances repair
capability and salvage on the field.
• Game Effect: +3 to Comtech/Medical Aid
(situational), +3 to Heavy Machinery
• Strain: 1
• Cost: $500,000
Insight Breakthrough Framework
Cognitive booster optimized for problem solving,
allowing sudden leaps in understanding and
analysis.
• Game Effect: +2 to Science, Comtech, Medical Aid
• Strain: 1
• Cost: $500,000
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Fibro-Muscle Framework
Synthetic fibers layered into muscle tissue enhance strength, endurance, and melee
efficiency.
• Game Effect: +3 to Heavy Machinery & Close Combat
• Strain: 1
• Cost: $500,000
Mirror Mimic Pheromone Framework
Emits subtle pheromones that influence others, bending social interactions toward trust,
fear, or attraction.
• Game Effect: +2 to Command, Manipulation & Observation
• Strain: 1
• Cost: $500,000
Tactical Marksmanship Framework
Implanted ocular systems improve precision, handling, and control with ranged weapons.
• Game Effect: +3 to Ranged Combat or Heavy Weapons (choose 1), and +3 to
Observation
• Strain: 1
• Cost: $500,000
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Cranial & Neural Systems
Implants that are in most cases localized to the subject’s brain or head and generally
influencing related functions. Recovery from the operation to implant these augments is
similar to core body augmentation.
Auditory Dampeners
Implanted filters that mute environmental noise or amplify select frequencies, granting
control over the auditory landscape.
• Game Effect: Immune to stress from sound/loud environments
• Strain: 0.25
• Cost: $50,000
Cerebral Uplink Port
A direct neural interface connecting to data systems, permitting seamless digital
interaction and uplink.
• Game Effect: +2 Comtech when jacked in, -4 to all other actions
• Strain: 0.25
• Cost: $50,000
CorpusSec+ Audio Vocal Enhancer
A voice modulator boosting tone and resonance for
intimidation, authority, or subtle influence during
negotiations.
• Game Effect: Intimidation-enhancing voice, +2
Command/Manipulation
• Strain: 0.5
• Cost: $125,000
Deep Scan Sonar Pulse
Emitter producing echolocation pulses, allowing navigation and detection even in total
darkness or obscured conditions.
• Game Effect: +2 to Observation within Short range
• Strain: 0.5
• Cost: $75,000
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Dream Experience Emulator
A dream-simulation module that lets the user rehearse skills or experiences during sleep
cycles.
• Game Effect: +1 to a skill chosen each morning
• Strain: 0.5
• Cost: $100,000
Hardened Skull Plate
A discreet cranial reinforcement protecting against head trauma and concussive force,
nearly invisible beneath the skin.
• Game Effect: +2 Armor for the head (does not stack), and reduces all stun damage
by 1
• Strain: 0.25
• Cost: $125,000
Language Comprehension Node
Implanted translator interprets alien languages
and encrypted communications instantly.
• Game Effect: +2 to Comprehension tests
for alien text/language
• Strain: 0
• Cost: $5,000
Language Modulator
Reconfigures vocal cords to translate speech into
other languages instantly, retaining natural tone
and cadence.
• Game Effect: Whispered/sound speech
auto-translated
• Strain: 0
• Cost: $5,000
Memory Enhancement
Implanted memory banks expand storage capacity, allowing perfect recall of data, visuals,
and gameplay-like instant memory access.
• Game Effect: Massive memory storage, links to ocular/comms
• Strain: 0.25
• Cost: $60,000
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Multi-Wavelength Retinas
Custom retinas capable of seeing across IR, UV, and low-light spectrums, granting
enhanced visual clarity in hostile environments.
• Game Effect: Infrared, UV, Low-Light vision
• Strain: 0.5
• Cost: $75,000
Neural Command Transmitter
A discreet transmitter that lets the user control linked tech and drones through thought
alone.
• Game Effect: Operate machinery with Short range neural link (if machines allow it)
• Strain: 0.25
• Cost: $60,000
Neural Cushion
Neural distress dampening that is proactive.
• Game Effect: Ignore first stress gained each shift.
• Strain: 0.25
• Cost: $50,000
Optic Flash Buffer
Specialized retinal layers that auto-adjust to blinding light, shielding the user from flash
weapons and sudden glare.
• Game Effect: Immune to flashbangs/blind light
• Strain: 0.25
• Cost: $60,000
Parallel Algorithms Neural Net
A layered neural network implant enabling multiple mental processes to occur
simultaneously, enhancing planning, foresight, and complex problem solving.
• Game Effect: +2 to long duration, non-stressed Science and Comtech rolls
• Strain: 1
• Cost: $200,000
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ShadowNet Port
Illegal uplink enabling secret connections to off-grid or criminal AI systems.
• Game Effect: Gain secret information (GM discretion) 1/shift
• Strain: 0
• Cost: $75,000
Synapse Delay Spike
Implant manipulates perception of time, stretching moments for sharper combat reflexes
and situational awareness.
• Game Effect: +2 to any personal combat scale reaction rolls (e.g. dodge, parry), +1
stress for ever use past the first in a stretch
• Strain: 0.5
• Cost: $150,000
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Limb & Add-on Enhancements
These implants and augments focus on limbs or extremities and generally are less intrusive
than core or cranial implants. Recovery time is a quicker at 1d6 days, which can be reduced
by the successes on a Stamina roll as per normal.
Stabilized Kinetic Compensation System
Implanted stabilizers enhance balance, granting steadiness
in zero-G or on unstable terrain.
• Game Effect: Ignore mobility penalties in zero-G
• Strain: 0.5
• Cost: $75,000
Embedded Weapon
A concealed firearm or melee weapon surgically installed
within the body, deployable when needed.
• Game Effect: Built-in weapon (SMG/sidearm/knife)
• Strain: 0.5 or 1 (pistol sized vs SMG/sawed off
shotgun sized)
• Cost: $75,000+Weapon Cost
Shock-Absorbing Heel Pistons
Implanted pistons reduce fall damage, absorb shock, and enable silent movement.
• Game Effect: +2 Mobility, halve fall damage (from 15 meters or less)
• Strain: 0.5
• Cost: $60,000
Monofilament Talon Fingers
Implanted retractable blades within fingers, hidden until triggered for close combat.
• Game Effect: Counts as weapon (2 Damage, AP, Concealed)
• Strain: 0.5
• Cost: $100,000
Subdermal Sheath Blades
Larger retractable blades hidden under the forearm, built to deploy quickly in combat.
• Game Effect: Counts as weapon (2 Damage, AP, Close)
• Strain: 0.5
• Cost: $100,000
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Omni-tool Finger Array
Fingers outfitted with tiny tools for hacking, repair, and fieldwork.
• Game Effect: +1 Comtech, +1 Heavy Machinery
• Strain: 0.5
• Cost: $100,000
Micro Welder Imprint
A precision welding torch implanted in the hand for sabotage or repair.
• Game Effect: Counts as cutting tool
• Strain: 0.25
• Cost: $60,000
Modular Arm Socket
Implant housing allows swapping utility or weaponized arm modules for maximum
versatility.
• Game Effect: Arm replacement tool or weapon (up to Rifle sized). +1 to all rolls with
that weapon or tool. Swap weapons/utility arms as required (3 rounds)
• Strain: 1
• Cost: $50,000+Weapon or Tool cost
Enhanced Grip Pads
Bioengineered pads and retractable spikes enable secure grip on surfaces, letting users
climb walls and angled structures.
• Game Effect: Climb difficult terrain, +2 Mobility
• Strain: 0.25
• Cost: $60,000
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Tether Anchor Spike
Implanted anchor shoots tether line for climbing or securing to surfaces.
• Game Effect: Fires Harpoon/Anchor 50m allowing tether and climb.
• Strain: 0.5
• Cost: $75,000
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Miscellaneous Augments
Additional miscellaneous implants and augments that cover a wide variety of effects and
are usually not very complex or do not interfere with core body functions. As such, recovery
is usually 1d6 hours (reduced by Stamina successes as usual).
Black Market Kill Switch
Covert implant ensures loyalty — a lethal override triggered by command or self-activation.
• Game Effect: Instantly lethal to user to avoid capture – different models offer user-
activated or remote trigger options with everything from a toxic venom to multiple
miniature explosions.
• Strain: 0.25
• Cost: $75,000
Com Link (Commercial & Milspec version)
Bio-embedded comms system allowing secure communications with HUD display and
audio feeds.
• Game Effect: Basic text/voice/video comms. Milspec version required more
successes to compromise and has a -6 dice penalty
• Strain: 0
• Cost: $200 or $2,000 for Hardware Encrypted Milspec version
CorpLogo Tracking Chip
Implanted corporate beacon for tracking, monitoring health, and location.
• Game Effect: Location always known
• Strain: 0
• Cost: $5,000
Embedded Diagnostics & Toolkit
Miniaturized stored toolkit.
• Game Effect: Embedded advanced toolkit (+2 Comtech toolkit bonus)
• Strain: 0.5
• Cost: $125,000
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Explosive Tooth Cap
A hidden tooth-cap charge acts as final failsafe, ensuring no secrets survive capture.
• Game Effect: Deals 5 Damage, AP, to everyone in same Zone. User dies.
• Strain: 0
• Cost: $50,000
Flora/Fauna Assessment & Navigational HUD
Implant integrates digital compass and AI database of flora and fauna, assisting survival
navigation and analysis.
• Game Effect: +2 Survival for navigation/survival
• Strain: 0.25
• Cost: $75,000
Internal Recon Drone Port
Implant socket launches miniature drone with integrated visual/audio feeds for recon and
surveillance.
• Game Effect: Scout adjacent zones remotely 1x/shift
• Strain: 0.5
• Cost: $75,000
Lie Detector
Implant monitors micro-fluctuations in heart rate, temperature, and hormonal signals to
reveal deception with uncanny accuracy.
• Game Effect: Use Manipulation +2 opposed roll to detect lies
• Strain: 0.25
• Cost: $60,000
Magnetic Pulse Discharger
Implanted coil emits an EMP burst capable of disabling electronics and sensors in a small
radius.
• Game Effect: Disable small electronics in Short range
• Strain: 0.5
• Cost: $150,000
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Neural Field Disrupt
A radiating fluid emitter disorients nearby synthetics by corrupting their local sensor data.
• Game Effect: Synths in Short range suffer –2 to all rolls
• Strain: 0.25
• Cost: $100,000
Personal Black Box Recorder
Implanted data core that records daily happenings, very useful for determining cause of
death.
• Game Effect: Logs voice/video for entire day and is overwritten each day
• Strain: 0.25
• Cost: $25,000
Synthetic ID Spoofer
Implant disguises biometric data, fooling scanners and security systems into reading a
false identity. This uses lenses to modify visible retina structure and other mods to falsify
fingerprints and the like.
• Game Effect: Auto-succeed on ID scan (if you have the biometrics on the target
being impersonated) once per Stretch
• Strain: 0.25
• Cost: $60,000
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Dermal Sheath Augmentation
Dermal Sheath augmentation systems are like fine-tuning – a character can only have one
“Skin” installed at a time. Recovery is like core body augmentation (1d6 weeks base),
EMP Dermal Shield
Nanometallic dermal mesh protects
implants from disabling EMP bursts
and interference.
• Game Effect: Implants immune
to EMP effects
• Strain: 0.5
• Cost: $150,000
Hostile Environment Skin Reactive
Skin & Blood Mesh
Chemically released reactive flame
retardants, anti-toxins and clotting agents.
• Game Effect: Instantly stops bleeding, fire and acid damage after initial damage. +2
to resist all hostile environment effects or to aid in related rolls.
• Strain: 0.5
• Cost: $150,000
Pressure Suit Skin
Dermal regulation counteracts extreme pressure effects.
• Game Effect: No penalties in vacuum or from high pressure environments (within
reason). O2 source must be separate.
• Strain: 0.5
• Cost: $100,000
Thermal Scrambler Skin
Synthetic dermal layer distorts body heat, making the user nearly invisible to infrared
scans.
• Game Effect: Interferes with sensors, +4 to skill checks/rolls vs sensors and
electronic observation
• Strain: 0.5
• Cost: $100,000
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Powered Armor Suits
Powered combat armor in the ALIEN universe exists not as standard issue, but as a rare and
costly investment reserved for elite forces. These exo-suits afford marvelous protection,
and allow soldiers to carry heavy weapons, withstand hostile atmospheres, and endure
prolonged combat in environments that would cripple ordinary troops. Their expense
makes them unsuitable for common deployment; instead, they are fielded by corporate
shock troops, private security details, or government strike teams where the stakes justify
the price.
• Powered armor suits cannot be combined with any additional armors
• Bonuses from these suits do stack with augmentation bonuses. Use discretion with
some items (for example, skin/dermal augments probably wont have an effect if
you’re encased in one of these power armors)
• Increased STR from suits does add additional health to the user
• Power supply rolls are made once per shift of use (at the end of the shift).
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M-45 "Goliath" Heavy Armor Suit (UCAS)
Designed for colonial marines deployed in Xeno-threat zones, the Goliath is a brute-force
suit with advanced plating and integrated smartgun harness. Its bulk comes with
intimidation bolstered by the fact that it is a walking tank for urban pacification or alien
encounters.
• Cost: $250,000
• Armor: 3
• Air: 7
• Power: 6
• Effects:
o +2 STR
o -4 to Mobility for Stealth Actions
o Built-In Motion Tracker (Power 5)
o 25mm Gatling Gun (+1 Acc, 4 damage, Ammo 6, S/E Range, AP, FA)
o Mono-Chainblade (+1 Acc, 2 damage, AP)
o Heavy Incinerator (Flame Unit, 3 damage, Ammo 4, Flame Effect)
o Half damage from Explosive, Acid and Toxic sources
TWE-IX "Vigilant" Modular Combat Suit (Three World Empire)
The Vigilant is a sleek, high-tech armor used by Empire covert ops. It's lighter than most
other powered armors but highly adaptable, featuring a nano-weave cloaking module and
advanced assisted targeting.
• Cost: $300,000
• Armor: 3
• Air: 6
• Power: 6
• Effects:
o +1 AGL
o +4 Mobility for stealth actions, can defeat visual and thermal sensors
o Silenced Heavy Sniper Rifle (+3 Acc, 3 damage, M/E Range, AP)
o Silenced Rifle (+2 Acc, 2 damage, AP, Full Auto)
o Mon-O-Dachi (+2 Acc, 2 damage, AP)
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UPP Shtormovik "Red Fang" Armor System (Union of
Progressive Peoples)
The Red Fang is the blunt instrument of UPP forces –
simple, durable, and brutal. It's cheap to mass-produce
and deadly in numbers.
• Cost: $200,000
• Armor: 4
• Air: 5
• Power: 5
• Effects:
o +2 STR, -4 AGL
o Auto-Injector, ignore non-instantly fatal
critical damage and survive for 1 stretch
o 25mm Gatling Gun (+1 Acc, 4 damage, Ammo 6, M/E Range, AP, FA)
o Rocket Launcher (+0 Acc, 7 damage, 3 shots, M/E Range, AP)
o Hammer-Fist (-1 Acc, 3 damage, AP)
o Half Explosive/Acid/Toxic Damage
WY-PAC "Cerberus" Tactical Armor (Weyland-Yutani)
Cerberus suits are used by W-Y’s corporate security and black ops teams. They are cutting
edge technology reserved for the most critical of operations
• Cost: $250,000
• Armor: 3
• Air: 5
• Power: 6
• Effects:
o +1 STR
o Built-in Stim (1x shift, +1 to WITS, STR, AGL for one stretch)
o 25mm Gatling Gun (+1 Acc, 4 damage, Ammo 6, M/E Range, AP, FA)
o Mono-Axe (3 damage, AP)
o Half Explosive/Acid/Toxic Damage
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Seegson "Praetorian" Industrial Security Rig
The Praetorian is a multi-purpose suit repurposed from
Seegson’s mining division for riot suppression and xeno
defense on outer colonies. Its brute-force design makes it
useful for both heavy labor and heavy combat
• Cost: $250,000
• Armor: 3
• Air: 7
• Power: 7
• Effects:
o +2 STR
o -4 Mobility for Stealth Actions
o 25mm Gatling Gun (+1 Acc, 4 damage,
Ammo 6, M/E Range, AP, FA)
o Crow Disruption Device (Noise Based.
Auto-hits all target in Medium Range,
causing 1 stress and forcing a panic test).
o Heavy Mining Multi-Tool (-2 Acc, 4 damage, AP)
o Half Explosive/Acid/Toxic Damage
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Additional Weaponry
From colony militias to corporate black-ops, the frontier breeds innovation through
necessity and desperation. The following weapons expand the arsenals available to
marines, mercenaries, and colonists alike. These tools of destruction are a reminder that in
the Alien universe, survival is the only objective… and morality is a luxury.
Monoblade
Favored by assassins, synthetic infiltrators, and covert operatives, the monoblade cuts
through most soft materials and light armor with surgical ease. A monoblade is a finely
crafted melee weapon whose edge has been honed — or molecularly assembled — to a
single atom’s thickness.
Bonus: +1 Damage: 2 Weight: 0.5 Cost: 3,000
Special: Armor Piercing
M44 “Hammer” Rail Pistol (Pistol)
A magnetic accelerator sidearm firing a dense ferric slug.
Deadly and capable of rapid fire, but prone to overheating.
Bonus: +1 Damage: 2 Range: A/M Weight: 0.5
Cost: 1,500 Ammo: 3
Special: Armor Piercing, full auto, Overheat (1 on Stress Die
= Jam 1 Round).
“Whisper” Pistol (Pistol)
Magnetically accelerates micro-bolts with no flash or sound. Used by infiltration specialists
who prefer their kills unseen and unheard
Bonus: +2 Damage: 2 Range: A/M Weight: 0.5 Cost: 1,500 Ammo: 2
Special: Armor Piercing, Stealthy (no sound or visible effect when fired)
“Ripper” Combat Plasma Shotgun (Shotgun)
Plasma shotgun with explosive-flechette and focused :slug “ option. Favored by security
forces clearing infested decks.
Bonus: +2* Damage: 3 Range: A/* Weight: 2 Cost: 2,000 Ammo: 4
Special: Full Auto,
*Slug Ammo: Medium Range max and Armor Piercing
OR
*Flechette Ammo: Short Range max and additional +2 bonus.
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“Red Widow” Incendiary Rifle (Rife)
This rifle spews a stream of napalm-thick incendiary gel that sticks, burns, and suffocates.
Its bright orange flame has become infamous among colonial insurgents and combat
medics alike.
Bonus: +1 Damage: 2 Range: S/L Weight: 2 Cost: 11,000 Ammo: 4
Special: Armor Piercing, Fire Effect (Intensity 9 fire)
“Stalker” Rail-Mark IV (Sniper Rifle)
Electromagnetic sniper rifle firing tungsten slugs at hypersonic velocity. Favored by UPP
teams for punching through vehicles and power armor.
Bonus: +2 Damage: 4 Range: M/E Weight: 2 Cost: 15,000 Ammo: 0
Special: Armor Piercing, Single-Shot (reload after each shot)
“Tempest” Particle Rifle (Rifle)
A cutting-edge directed-energy weapon that channels ionized plasma through twin
magnetic accelerators. This weapon is particularly effective against synthetics and targets
with heavy augmentation.
Bonus: +2 Damage: 2 Range: M/L Weight: 2 Cost: 10,000 Ammo: 6
Special: Armor Piercing, Full Auto, EMP Discharge (synthetics and targets with Strain > 2
take +1 damage), Overheat (1 on Stress Die = jam 1 Round)
“Tundra” Cryo-Lance (Rifle)
A cryogenic plasma weapon that fires subzero bursts capable of flash-freezing flesh and
circuitry alike. Designed for exobiological containment but repurposed for battlefield
“preservation.”
Bonus: +1 Damage: 2 Range: S/M Weight: 2 Cost: 9,000 Ammo: 3
Special: Armor Piercing, Freeze (target suffers –2 AGILITY until thawed – stacks until 0
agility where target is frozen. Sealed armor makes targets generally immune)
`
“Volga” Precision Battle Rifle (Rifle)
Designed for disciplined marksmen, the Volga is suppressed with advanced optics and
gyrostabilized recoil compensation. Quiet, precise, and devastatingly efficient in practiced
hands.
Bonus: +2 Damage: 3 Range: M/E Weight: 2 Cost: 4,000
Special: Advanced Optics (+2 to Aimed Shot), Suppressed (–2 to detection at Medium+
Range)
“Drekker” Anti-Craft Projectile System (Heavy Weapon)
This advanced energy weapon is an attempt to replace RPG launchers with a less ammo
dependent option that is more accurate and can better penetrate craft armor. The
downside of this directed plasma system is the charge time between each shot.
Bonus: +1 Damage: 6 Range: M/E Weight: 4 Cost: 20,000 Ammo: *
Special: Aim Required, Armor Piercing 3, Slow Charge (after firing, requires 1 round of
charging before it ready to fire again), Vehicle Tracking (+2 bonus when using Aim action
and targeting vehicles or spacecraft)
`
“Hornet” Swarm Launcher (Heavy Weapon)
Fires canisters of micro-drones that cut, sting, and short out systems. The swarm doesn’t
stop until the target stops moving… or breathing.
Bonus: +0 Damage: 2E Range: C/M Weight: 3 Cost: 7,000 Ammo: 3
Special: Persistent (3 Rounds), Area Denial (targets must roll MOBILITY or take 1 Stress
each round). Effects do not stack.
“Kurgan” Gauss Support Gun (Heavy Weapon)
A heavy squad rotary railgun that fires dense ferric slugs at near-supersonic velocities. The
sound alone can trigger panic in untrained troops but it the sheer speed of ammo depletion
is cause for concern.
Bonus: +0 Damage: 5 Range: M/L Weight: 4 Cost: 25,000 Ammo: 3
Special: Armor Piercing 3, Full Auto, Stabilized Mount (can aim with full auto)
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Alternate Ammunition Rules
In high-stress combat situations, precision reloading is rarely tracked shot-for-shot. The
following optional rules offer two streamlined methods for managing ammunition
consumption under fire, while maintaining tension and realism.
Simplified Stress-Based Ammo Usage
A faster and more intuitive way to simulate ammo running low without a separate roll.
• Weapons maintain their listed Ammo Value (or default to 4 if none is provided).
• Each time you roll a 1 on a Stress Die while firing or using a weapon, reduce the
Ammo Value by 1, in addition to any other effects.
Example:
A Marine with an Ammo Value of 4 fires a Pulse Rifle while rolling two Stress Dice. One of
the Stress Dice rolls a 1, so the rifle’s ammo drops to 3, and a panic roll is triggered.
Realistic Ammo Usage
For GMs seeking a more tactical experience, this variant simulates both stress-induced
and routine depletion of ammunition.
• Double the weapon’s Ammo Value (e.g., a Pulse Rifle with Ammo 4 becomes
Ammo 8).
• Reduce the Ammo Value by 1 for each attack made, and by 1 for each Stress Die
that rolls a 1 while firing or using the weapon.
This system better represents prolonged fire and resource exhaustion in drawn-out
engagements.
Example:
A Marine with an Ammo Value of 8 fires a Pulse Rifle while rolling three Stress Dice. Two of
the Stress Dice roll 1s, so the rifle’s ammo drops to 5 – 1 for firing, 2 lost from rolled dice. A
panic roll is also triggered.
`
Spacecraft and Vehicle Scale Interactions
When ships engage ground targets or personnel, scale differences can become difficult to
manage. Use these conversions when translating between spacecraft, vehicle, and
personal-scale combat.
• Spacecraft Armor: Counts as 3× its listed armor value when applied to personal or
vehicle scale.
• Spacecraft Weapons: Deal 3× their listed damage when converted to personal or
vehicle combat.
• Class I Space Weapons: Suffer –3 or –6 to hit vehicles or characters, depending on
situation and weapon type.
• Class II+ Weapons: Cannot target vehicles or personnel.
• Armor Piercing: When fired from spacecraft-scale weapons, reduces vehicle-scale
armor by 3 points (rather than 1). Likewise, ignore armor piercing from vehicle or
personal scale weapons that target spacecraft (unless it is “Armor Piercing 3” – in
which case it will reduce spacecraft armor value by 1).
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Spacecraft Construction & Operational Adjustments
Optional modifications to expand the ship design rules, add options and enhance realism.
New/Additional Ship Features
• FTL Drive (Class C): Class C ships may purchase FTL capability once, granting FTL
15 (notice the core rulebook shuttle is class C and has FTL!)
• Added Hardpoint (Size I): Class C ships may add one Size I Hardpoint, despite
starting with none.
• Vehicle-Scale Weapons: May be installed for planetary combat or when grounded.
Cannot be used in space engagements.
• External Modules: Reduce total Thrusters by 1 for Size 1–2 Modules, and 2 for Size
3+ Modules.
• Reinforced Frame: Increases Hull by +1 / +2 / +3 per purchase for Classes A–G / H–
R / S+ respectively.
`
Upgrade costs now scale based on ship class.
• Upgrades not based on ship size (Armor, Thrusters, Frame, etc.) multiply the cost by
class (see table below).
• Stealth Systems now have a baseline cost of $5,000,000, modified by class.
Characters can now fill multiple roles in a spacecraft
• Crew members can take on multiple roles or positions in a spacecraft but incur
penalties in most cases (see table below)
Ship Class Upgrade Cost Multiplier Multiple Role/Position Penalty
A–C ×0.5 Any number of roles, no penalty
G–J ×1
–2 to all rolls per role past the first
K–M ×2
N–R ×3
–4 to all rolls per role past the first
S+ ×5
Example:
A pilot aboard a Class J vessel acts as both Pilot and a Gunner (for a single weapon
system). They suffer –2 to all rolls for that round.
Space Combat Additions
This introduces a new option for starship combat, in the movement phase, that can be
taken in addition to any other action.
Evasion (Pilot-Only Action)
• The pilot may attempt to evade incoming fire through rapid maneuvers.
• Roll Piloting, including normal modifiers and maneuverability.
• Each success subtracts one success from incoming attacks against the ship for that
round.
• However, the ship must ignore its first success on any offensive action taken that
same round — aggressive maneuvers are harder while dodging.
• Countermeasures may be used instead of Evasion. They cannot be combined
against the same attack.
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Note: Evasion represents high-G bursts and jinking maneuvers — pilots attempting this
often risk injuring crew members that are not secured under extreme acceleration. A
mobility check (with a penalty) may be warranted in this situation to avoid damage.
`
Expanded Skills
This section introduces 4 new skills to support more varied and specialized characters. This
is generally more beneficial for campaign play with 3 or more players. In addition, this takes
a stab at “psychic” powers leveraging some of the rules from the Year Zero SRD.
Heavy Weapons (Strength) – Used instead of Ranged Combat for Heavy Weapons.
Gunner (Agility) – Used instead of Ranged Combat for all Vehicle and Spacecraft mounted
weaponry.
Science (Wits) – Academic trained in scientific tradition. Covers knowledge of everything
from astrogation to xenobiology. The GM/Story Mother is encouraged to apply modifiers
depending on the specific use based on how close/far the topic is to the character’s
education.
PsiOps (Empathy) – You are aware of the strange
powers of the mind but without the appropriate
Talent (Psychic) - this skill only provides you New Talent: Psychic
academic knowledge about Psychic phenomenon
Non-synthetic only. Something has
and powers. With the Talent, you can manifest the
changed in you. Whether through
powers below (slow action).
channeling raw emotion or a stoic
stillness of thought, you can
• Telepathy: You can read the surface somehow reach out with your mind
thoughts of another person at short range and subtly probe or even affect their
for a stretch. You can also use send your thoughts…
own thoughts which manifest as your
voice, audible only to them. Should you
wish, you can send disturbing unintelligible These powers do not affect
signals pain and suffering, you can inflict synthetics or monsters.
stress equal to the number of successes.
• Chill: You focus a feeling of unrelenting cold and death seep into your victim. The
victim becomes chilled (-2 AGL) and immediately suffering one point of damage
(ignoring armor). The victim continues to suffer one point of damage each round,
until the total amount of damage equals the successes rolled.
`
• Rage: You cause your victim to be overcome by anger and rage. The victim opposes
your roll with Wits+Survival. You cannot push the roll. If you win, the victim goes
berserk and must immediately attack everyone in Short range and keeps fighting
until they are broken, or all enemies have fled or are broken.
• Mind Trick: This use is a fast rather than a slow action. You can force an NPC within
medium range to refrain from an action they would otherwise have performed. It
must be a minor action, something you can forget by being absent-minded. An
example could be that a guard lets a PC pass without confirming who they are or
making someone leave their keys on a table. When used in combat the NPC loses 2
dice from all actions.
• Intuition: You can ask a short “yes” or “no” question about anything that is
considered a hurdle, conundrum or otherwise confounding you. The GM must
answer “yes,” “no,” or “maybe.” They cannot lie. The GM can choose “maybe” even if
they know the answer but believes that the true answer may disrupt the game. Note
that true or false is not an objective fact but is defined by who is asking the question.
This manifestation causes you to gain 1 stress.