Aliens & Asteroids RPG
Aliens & Asteroids RPG
Aliens & Asteroids RPG
Chapter 1: Introduction 3
Chapter 1: Introduction 4
A&A requires a pair of d20s, a handful of d6s (5 per player), some paper,
writing utensils, some friends, imagination, and a love for science fiction
or sci fi horror. This main book provides all the basic components and an
adventure to get you started.
This book contains all the information you need to get going, but here’s
the roadmap:
• Chapter 2: The Dominion - Describes the setting for Aliens & Asteroids
and sets the stage for your adventures.
• Chapter 3: Your Role in the Space Marines - Includes everything
you need to know about creating a character and equipping them
for battle!
• Chapter 4: The Rules - Just like it sounds, this chapter provides all the
details on how to play A&A once you have your characters created
and are ready to set off on adventure!
• Chapter 5: Technology - Describes the various technologies
available in the Dominion and beyond, including many pieces of
alien hardware you’d love to get a hold of.
• Chapter 6: Refereeing - Everything you need to know to run a game of
A&A, from designing missions for your brave heroes to constructing
aliens and creatures for them to encounter along the way.
• Chapter 7: The Alien Menace - More for Referees than players, this
chapter covers a bit about the agendas of the various alien species
the Dominion has encountered so far, along with some ideas on
ways to work them into your adventures.
• Chapter 8: Graduation Day - Offers an introductory adventure to
get your new Space Marines into action!
Chapter 1: Introduction 5
Welcome to the ranks of the Dominion Space Forces (DSF)! Others may
call you simply “Space Marines,” though only a handful of you fit the
mold of the classic soldier. You are all experts, whether with weaponry,
science, medicine, technology, or some combination of those fields. It
is your task to protect the outer reaches of Dominion space, across its
many systems and sprawling citizenry.
Your task is far from simple. You must react and adapt in some of the
harshest places in the universe to protect Dominion assets.
You are the tip of the spear for the Dominion of Humankind.
The DSF serves as the military and exploratory arm of Dominion forces,
a well-trained armed force ready to go wherever they are needed at a
moment’s notice. Since the Dominion continues to expand its reach to
other systems and worlds, DSF forces have seen action everywhere from
Earth-like planets and orbital stations to mere rocks in the depths of space.
DSF training begins at the Armstrong-Glenn DSF Training Academy in
Picard crater on Luna. Due to its easy access to a standard-gravity world
(Earth) and low-gravity (Luna) environment, it is well suited to training
most recruits from Dominion space.
Recruits are brought in from all over Dominion space. Some are volunteers.
Some are conscripted as part of court-mandated sentences. All are treated
exactly the same way upon joining the service, broken
into units and put through a rigorous training and
testing regimen involving intense physical exercise
to get them in shape and many hours of training
to ensure that they land in a specialty that suits
their particular talents.
All trainees gain basic familiarity with
weapons, basic physical training, and
instruction on using standard combat armor
both in and out of atmosphere. Each then
gains additional, specific training based on their
areas of focus.
DSF forces can be found anywhere in the five systems and beyond. Picard
Crater on Luna is the main DSF base for the entire Dominion, but forces
can be found stationed at:
• BANCE Gate Waystations - These are support systems located near
BANCE Gates that handle warehousing, basic ship repair services,
hospitality, and temporary living quarters for those who need them.
(Read more about BANCE Gates later in this chapter.)
• Military Orbital Stations - These stations are established to keep
watch on parts of the Dominion that may need a more immediate
response, such as Station DV-3a orbiting Venus. Though the Skaali
War has reached a cessation of hostilities, we have a contingent of
DSF forces there just in case they are needed.
• DSF Cruisers - These spaceships transport large numbers of personnel
and supporting equipment from system to system quickly. Cruisers
often patrol areas on the fringes of Dominion space to ensure the
safety of the citizenry.
• Military Bases - The DSF has established permanent bases on at
least one world in each Dominion star system to have forces ready
to deploy in-system when needed.
No, the Dominion Defense Service (DDS) has been tasked with keeping
major cities and bases on Earth and beyond safe from internal threats
such as criminal and espionage enterprises. They mostly focus on Earth,
Luna, and Mars, but have started establishing more of a presence
throughout the colonies in the other systems.
DSF personnel may encounter DDS agents occasionally in their mission
to protect the Dominion from outside threats. Both agencies still need
to hammer out formal transfer procedures when a small colony (DSF
secured) graduates to a true Dominion world (DDS secured). Neither is
willing to give up their rights to potential funding or income, so there are
occasional disputes over who really has control in these situations.
The heart of the Sol system consists of Earth, Luna, Venus, Mars, and
the Field.
• Earth manages itself for the most part, and the DDS keeps itself
busy with the usual criminal riff raff and corporate hijinx.
• Luna, once the focus of the Dominion’s vast assets and a bustling
hive of activity, has become home to a handful of corporate labs
and abandoned facilities, including the DSF base at Picard Crater.
• Venus has grown very quiet of late after the Skaali retreat. We have
one station - DV-3a - orbiting and watching for any trouble from
the surface, but nothing has happened of late.
• Mars is a bit like a Third World country getting global money and
attention. The Martians are a focused group dedicated to making
their world a paradise. Because of that, the DDS keeps a tight lid
there as well. Corporate espionage, the occasional idiot sabotaging
“the mission” of a terraformed world, and the strange Grey Man
plot from time to time are about all we see there.
Chapter 2: The Dominion 10
• Then there’s the Field, the good old Asteroid Belt between Mars and
Jupiter. That’s where things get a bit more interesting. It’s a bit like
the Wild West of Old Earth, with mining consortiums, pirates, alien
rubbish, rocks, treasure, and enough crazy people who think they
are going to strike it rich somehow.
You’ll also find the Excursori scattered out there; a group of loner
scouts who have decided they like to go where people tell them not to.
They have been responsible for most of the major discoveries in the last
50 years, and they seem to be at the center of many incidents the DSF is
sent to clean up.
Everything started back on Earth, and most Dominion Citizens still call
it home. The planet has recovered some since the environmental and
nuclear devastation of the 20th and 21st centuries.
Quite a few of the Dominion elite still call Earth home, and it’s still
producing most of the food shipped to the other four systems. Land is
bountiful and plentiful once again because so many people have fled to
find better opportunities elsewhere. In some places, entire cities lie empty
and overgrown, reclaimed by the wild.
Images from two centuries ago look nothing like today and our bright
blue, white, and green ball of life has once again become the brightest
jewel in the Dominion crown. Earth has once again become one of the
hottest recreation places in the universe and the rich and powerful love
to explore its reborn natural beauty.
Meanwhile in orbit above our homeworld, some of the oldest and
most productive stations, platforms, and shipyards in the Dominion still
take raw materials from the cosmos and turn them into products for
marketplaces across the five systems.
By the middle of the 22nd century, the Dominion had taken control
of most of the inner Sol system. Mercury was mined by a joint project
between Cydyne and Taylortech using android and robotic resources.
Luna and Mars continued to grow, as did the shipyards and asteroid
mining operations between them. And scientific colonies had been
established either in-orbit or on-planet near Titan, Europa, and Io.
The Gollus
The Gollus have also been full of secrets, though they have done their
best to sell us any materials they have in surplus and the occasional
technical specification. The BANCE Gate technology is rumored to have
come from some of those early transactions, but it has been difficult to
gain any true insights as to their intentions for human-Gollus relations.
However, our scientists believe they are readying their fleets of huge
starships for an evacuation of any shared areas of space.
All conversations with the Gollus happen via written communication.
Those who have attempted to learn to speak with the Gollus more directly
have found themselves unable to detect the nuances of superhuman
Character creation begins by defining the physical and mental attributes they
embody. Each attribute value is determined by rolling 2d3 and adding 8.
Roll 2d3 and add 8 for each of the seven attributes:
What is a d3? It’s • Accuracy - Ranged combat; Detail work; Finesse
a d6 where 1 or
• Athletics - Moving; Throwing; Melee combat
2 are considered
a 1, 3 and 4 are • Awareness - Noticing; Listening; Sensing
considered a 2, • Education - Knowing; Interpreting; Applying
and 5 and 6 are
considered a 3. For • Morale - Mental state
example, if you roll • Presence - Negotiating; Intimidating; Leading
a 5 on a d6, that’s
a 3. If you roll a 2, • Toughness - Strength; Determination
that’s a 1. Now let’s discuss a bit more about what each of these
attributes represents.
Athletics (Ath)
Whereas Toughness represents Using Attributes in A&A
strength and endurance and Each of these attributes can be used
during the game to attempt various
Accuracy represents hand/eye
tasks. For example:
coordination, Athletics represents
• Keeping watch or trying to find
body awareness and how well a something in the chaos: Awareness
character can move. This can be • Firing a ranged weapon or picking a
used in situations such as tossing lock: Accuracy
grenades, wielding a sword, or • Fighting off the effects of poison
attempting to cross a battlefield or trying to lift something heavy:
Toughness
quickly without falling. • Throwing an item, fighting in hand-
to-hand combat, or navigating a
Awareness (Awr) zero-G environment: Athletics
• Using knowledge or problem-
Awareness defines how aware a solving skills to get past a challenge:
character is of the world around Education
them. Are they focused on the task • Convincing a teammate or an
at hand and oblivious to the killer enemy to do what you want:
Presence
sneaking up behind them or do they • Keeping calm in the face of
notice every little detail and jump overwhelming odds: Morale
when a pin drops?
Education (Edu)
Education is all about how much learning a character can retain and how
well they can apply that knowledge to the world in practical situations.
For example, applying medical knowledge to a wound or using science
to help interpret a situation to form a plan of attack.
Presence (Pre)
Presence measures how much of a personality and force of will a
character has. This plays into helping motivate the troops, convincing
a teammate or an enemy to do what you want, and so on.
Toughness (Tgh)
Toughness represents a character’s raw size and density, which translates
into how much physical abuse their body can take (bruises, cuts, broken
bones) before they perish (Hit Points) as well as how much raw strength
they can muster when needed.
Living in the Dominion, each character is shaped by their past. Some live
lives as good citizens. Others choose different paths or had paths chosen
for them.
By default, each character is a Dominion Citizen, granting them one
Trait for general knowledge or abilities they may have gained while
growing up. Choose one Trait from the Dominion Citizen list.
Alternatively, you may choose one Trait from a different, more curated
list from a particular life path. These choices may have stigmas attached
when others discover them, but they offer intriguing backgrounds to
build a character around.
Profession Summary
Profession Prime Attribute Traits*
Commander Presence Administration, Guns, Leadership,
Psychology, Spotter, Tactics
Medic Education Bandages, Combat Healing,
Counseling, Diagnostics, Medicine,
Psychology, Surgery
Scientist Education Behavior Prediction, Biology,
Chemistry, Geology, Necropsy,
Observant, Xenobiology
Space Marine Toughness Armor, Explosives, Grenades,
Guns, Hand-to-Hand, Heavy
Weapons, Melee, Sniper
Technician Accuracy Bits & Bytes, Cybernetics,
Diagnostics, Gears, Gunsmith,
Roboticist, Security
*See the Traits list later in the document for a full description of each
Trait.
Commander
Every unit needs a person to call the shots who can keep a cool head
when the battle begins. Commanders take charge, delegate, and try to
keep their heads on straight when their unit needs them.
Scientist
Scientists in the Dominion have their rubber-gloved mitts into everything
from biology and chemistry to geology, physics, and theories of space/
time that may make your head explode. You want these eggheads in your
corner when the aliens come knocking.
Though some of them may not be great in a fight, scientists can be
extremely useful in the field for collecting and evaluating evidence,
concocting wild ideas, and helping a team think their way out of a
problem rather than shoot their way out.
Space Marine
Space Marines are the soldiers of the Dominion who perform military
operations on moons, asteroids, spacecraft, alien worlds, and anywhere
else they are needed. These brave men and women are our front line
of defense, available on a moment’s notice and ready to be thrust into
harm’s way.
These combat specialists can use any and all weapons from blades that are
up close and personal to sniper rifles fired from thousands of meters away.
Technician
If the marines are the fighters, the medics the healers, and the scientists
the brains, what do Technicians do? Anything you need with gears,
chips, or wires!
Who invents new guns, tools, and containers for the other folks? These guys!
If it blasts, beeps, blips, hums, or whirs, you need a Technician to help
keep it running.
Item Catalog
The following items are available for purchase or to requisition.
Accuracy
• Shooting at the enemy
• Hacking a computer system
• Picking a lock
Awareness
• Examining your surroundings
• Determining if a person is bluffing
• Hearing an enemy guard coming down the hall
Athletics
• Performing an acrobatic feat
• Throwing a grenade
• Stabbing an enemy with a combat knife
• Sprinting to stop an enemy from getting away
Education
• Reading an alien language
• Remembering something you read in a class in college
• Attempting to plan a tactical move in battle
Morale
• Trying not to panic
• Bucking up after seeing one of your friends perish
Presence
• Trying to help your friend not panic
• Convincing an enemy to surrender
• Inspiring the troops against unwinnable odds
Multiple Attributes
• Putting together a robot out of spare parts: Accuracy or Education
• Disassembling a computer panel: Accuracy or Education
• Applying a bandage to heal a friend: Accuracy or Education
• Examining evidence for clues: Accuracy, Awareness, or Education
• Fixing a vehicle: Accuracy or Education
• Rewiring a security panel: Accuracy or Education
Not all tasks will always use one attribute or another. It will be a
judgment call at the table by the Referee. Not sure which attribute to
use? Propose one!
Turns of Combat
Combat uses a straightforward “Players, then Enemies” approach. Let
the players choose which order they wish to go in during their turn and
deal with the effects of each action individually.
Each “Turn” covers about 6 seconds of time in-game, so it’s roughly 10
turns per minute of combat in A&A.
Attacking
There are many ways for one creature to attack another creature to cause
damage in A&A. The list below includes some of the more common
methods and the associated attribute used to resolve them.
Damage
When one creature in A&A hits another (and no armor is involved), it
does damage. Damage in the game is usually handled in increments of
d6s, but you may also see d3s occasionally, multiple d6s (2d6), or d6s
with bonuses (d6+2).
For example, if a Space
Marine stabs an alien with
a combat knife, it does d6
damage. If the alien has no
armor, it goes straight to the
alien’s HP.
Note that if you use an
improvised weapon during
combat, such as a rock
or even a pulse rifle (not
built for melee damage),
that weapon only does d3
damage.
Environmental Suits
When a space-worthy (or environment-worthy) suit runs out of AP, it
can no longer sustain its wearer with the atmospheric conditions they
require to live. For example, a human in Standard Combat Armor at AP
0 operating in the vacuum of space is venting atmosphere. Humans can
only go so long without breathing. Each turn of combat drains 1 HP
until the suit is patched or the wearer passes out and perishes.
Note that a 1 AP repair provided by a patch kit is enough to restore suit
integrity.
In addition to simply causing and taking damage, there are a few other
parts of combat to be aware of.
Actions
There are three categories of actions in A&A:
• Action - Any act a character attempts, such as moving, firing a weapon,
attempting to use a piece of equipment, or rallying the troops.
• Free Action - Any act that has become as second-nature to the
character as breathing. Some Marines reload so quickly that they
can pop in a new clip and fire in the same turn.
• Full Action - Any act that requires the character’s full and undivided
attention for the duration of the turn. Taking a Full Action prevents
a character from moving on their turn.
Each turn, creatures and characters gain two actions and are able to
combine them in different ways, such as moving and firing, or firing
and moving.
Aiming
With ranged weapons, characters can take a Full Action to Aim this turn
and fire in the next turn. If their target remains still between Aiming
and Firing, the shot can be made at Advantage. If the target moves, the
Advantage is lost but the character can still take the shot at No Advantage.
Aiming can only be done when taking a single shot, not when using a
burst or going full auto on a target.
In the case of a character with the Sniper trait, Aiming also grants an
additional 2d6 damage. Even in the case of a pistol, which only does
1d6 damage normally, the extra time spent Aiming can cause devastating
damage to a target. If the target moves, the additional damage is lost as
well as the Advantage from the Aim.
Movement
Moving in combat comes in two forms.
• Each character has a Speed that they can move in one action and
still be able to perform another action.
• A character can choose to do a Double Move -- moving twice their
speed -- but this becomes a Full Action and they can do nothing
else this turn except move.
• Special: A character with a Drone has a choice to make -- whether
to move themselves or their drone during a turn. (A drone split into
multiple parts during a mission can only be moved one part at a
time unless it has special programming built in.)
For example, if Space Marine James Beene with 10m Speed charges into
battle, he can move 10m and fire his weapon. Or he can do a Double
Move and sprint a full 20m without performing another action.
Saving Throws
Sometimes your character will need to resist or “save vs.” an effect.
Perhaps there’s a compression wave and they need to resist being stunned
by the blast.
Save vs. Shock (Presence)
A character or creature caught in the blast zone of a grenade must make
a Save vs. Shock or be stunned by the sudden noise and compression
wave. The creature’s Presence attribute score is used as their TN.
Recovering Morale
Characters can recover Morale during Downtime, but only if they
actively pursue such recovery.
Ways to recover Morale include:
• Playing poker, darts, or other games with the squad.
• Drinking and celebrating good times and bad with the squad.
• Talking with a trained Psychologist, Counselor, or Priest.
• Setting aside time for Meditation.
Each of these enables the character to recover d6 Morale for any one of
these methods used in an 8 hour period. Given enough time and effort,
characters should be back to full Morale before long.
The idea is that a character must actively pursue recovery of their mental
state. Morale does not automatically start to recover like Hit Points with
8 hours of rest after a battle. (See the “Healing” section for details about
recovering HP.)
Chapter 4: The Rules 57
Referee Bob has two players, Mary and Jim. Mary and Jim are playing
advanced Space Marines doing recon on a asteroid-based facility a larger
team will be heading into in the near future…
Referee: Your Marines have made it to the outer airlock for the facility and
can see that the door panel has already been jimmied open. What do you do?
Mary: My character, Athan Jonels, has a bit of engineering knowledge. She’d
like to check out the panel to see what’s been done. She has “Bits & Bytes.”
Referee: Roll with Advantage and let me know what you get. Shoot for
Athan’s Education attribute score or under.
Mary: (Rolls two d20s and gets a 3 and a 15.) Her Education is a 12
and I got a 3. That’s a success.
Referee: Great. Athan can see that it wasn’t ripped open.
The screws were removed and the wires were crossed to
override the security mechanism. It looks like there’s some
scorching inside the panel, but the exterior lights are
still on, so you think that approach would probably
work again.
Mary: What do you think, Beene? Should we use
the same method?
Jim: My character James Beene has a bad feeling
about this. If this facility is abandoned, who got
here before us? They didn’t just rip the panel off
the door, so they’ve obviously got skills. Let’s be
careful, but we need to get in there. Go for it.
Mary: Ok, Athan will cross the same wires as last
time and try to override the door mechanism.
Referee: You get it open without a problem, but as the
door opens, a body in a blasted space suit drifts out and
away. It’s not under its own power, but apparently was
pushed out due to the little remaining atmosphere left
in the airlock. It’s not a current Dominion space suit
design that you recognize.
Jim: Beene will try and grab the body before it gets
too far.
Referee: Roll an Athletics check at a Disadvantage
at your Athletics or under. Or does Beene have any
Zero-Gee traits?
Each adventure is given a “Dread Rating,” which grants the Referee and
PCs an initial pool of Dread and Glory Points to pull from. So if an
adventure is rated for 2 Dread, the Referee has 2 Dread Points and the
PCs have 2 Glory Points.
These points can be used to affect the game in many ways and they ebb
and flow during each game session.
The maximum number of Dread and Glory in each pool can never be
more than the Dread Rating in a particular encounter. If the encounter has
a Dread Rating of 2, neither the Referee nor the players may have a pool
with more than 2 Dread points or 2 Glory points during that encounter.
During the session there are three ways the number of points in each
pool changes.
1. If a player rolls a Natural 1 (Critical Success), the Referee loses a
Dread point and the PCs gain a Glory Point.
2. If a player rolls a Natural 20 (Critical Failure), the Referee gains a
Dread point and the PCs lose a Glory Point (if they have any).
3. And the players or Referee can spend a Dread or Glory point at any
point during the game.
Any extra points beyond the maximum set by the Dread Rating are lost.
For instance, if the Glory Point pool for a Dread Rating 2 game is already
Dread Points
Dread points can be spent for various purposes during the game:
• To “hop initiative” during a Players First turn (see the Turns in
Combat section for details)
• To give an enemy or NPC an extra action during a Turn of combat
• To restore an enemy’s AP or HP during the combat
• To make a PC’s attack not be a Critical
• To make an enemy’s attack into a Critical
• Increasing the number of enemies available for a particular encounter
Essentially, the Referee can use Dread points to ratchet up the situation
for the PCs and the players can try to regain control with Glory points,
but each pool is in a constant state of ebb and flow during each session.
Glory Points
Glory Points are the equivalent of Dread Points, but used for the PCs as
a group. The PCs have the same number of Glory Points as the Referee
does Dread Points to begin a new encounter.
Before beginning an encounter, the group as a whole can decide to spend
Glory Points in a variety of ways:
• Gain critical intelligence that may be important to complete a
mission
• Gain a Nanite boost before dropping into the encounter, granting
each PC 50% more AP for the duration of the encounter
• Gain the use of special weapons during the encounter
Glory Points can also be spent for similar purposes as Dread Points
during the game:
• To “hop initiative” during an NPCs First turn (see the Initiative
section for details)
• To give a PC or Friendly NPC an extra action during a Turn of combat
• To restore a PC’s AP or HP during the combat
• To make an enemy’s attack not be a Critical
• To make a PC’s attack into a Critical
• To build a place of safety in which to rest for 8 hours, recharging AP
and healing wounds if the PCs have healing available
The Dominion has many types of technology in its arsenal, from simple
projectile weapons to complex drones and androids. Computers, medicine,
bioengineering, sensors, and more have been explored and exploited to
help humankind compete in the new environments it has found itself.
The introduction of new technology from the Grey Men and the Gollus
has provided many advances in the last century. Even though we are
using advancements such as BANCE Gates, our scientists are largely
baffled by the principles on which they operate. We are still catching up
with the rest of the universe.
This has resulted in a unique mix of knowledge being used on Earth and
beyond. Many ancient techniques for farming are being used alongside
hydroponics, sophisticated sensor arrays, and more. In many cases, the
old ways truly are best and the thousands of years of experience pay off
in the end.
The Dominion employs the following technologies:
• Chemical-propelled projectiles for weapons and brute force
• Some experimentation with gravity-based weapons (Thor’s
Hammer)
• Nanofiber construction for fabrics
• Relatively primitive explosives
• Robotics & Android technologies
• Cybernetics
Chapter 5: Technology 62
Meanwhile, the Grey Men, the Gollus, and the Skaali all use technology
the Dominion desperately wants to get its hands on. In many cases, the
alien technology seems almost like magic.The Greys use living metal and
harness strange quantum capabilities of fluids and energies well beyond
our capabilities. The Gollus obviously have advanced technologies with
their fleet of generational ships, advanced atmospheric controls, and an
understanding of gravity far beyond our grasp.
The Grey Men may use flashy technology to abuse and harvest
humankind’s vast biological resources, but they are largely a dying race.
The technology they used peaked long ago and they are on the downward
swing of their civilization.
Fascinated by the trappings of humanity, they are quickly spiraling into
the island of lost toys as far as their understanding goes. Another few
generations and they will view their tools as magic and devolve further,
largely because of the biological degeneration and genetic diseases their
race has incurred by attempting to prolong their lives.
Among the many technological toys at their disposal are:
• Liquid Metal and Seamless Ship Designs
• Quantum applications of rare or synthetic materials
• Stealth technology
• Clean energy
• Energy as light (wireless, conduits, harmonizing frequencies, etc.)
• Weapons - energy rifles and pistols, automated turrets
• Medical technology - able to sample DNA,
then splice and dice what
they need into their
own bodies, adapting
living organs,
growing materials
in the lab, and doing
everything they can to
prolong their own lives
• Nearly seamless incisions
Chapter 5: Technology 63
The Gollus salvage every bit of knowledge and technology they can to
save their people for the long journey ahead. They are leaving this corner
of the universe for greener pastures and they aren’t leaving a forwarding
address. They are simply chatting with the locals as they prepare to go.
Some of the best minds in the Dominion have guessed at some of the
secrets the Gollus have been unwilling to share:
Chapter 5: Technology 65
• Inertial dampeners
• Gravity drives
• Advanced cryptography
• Ship building skills
• Amazingly efficient
mining
• Recycling technologies
• Incredible Information
storage and retrieval
• Long Distance
Communications
• Long Distance Engine
technologies
The Venandi, or “Hunters” as they are called, are a big question mark as far as
technology goes. We believe they are the remnants of several species destroyed
by the Dread when it entered the area now known as the Stellar Graveyard,
but reports have been wildly inconsistent as far as their capabilities.
Rumors have included:
• Stealth-based weapons -- quiet blades and projectiles more than
anything overt
• Noise dampeners
• Implosives
Chapter 5: Technology 66
Humans are nothing if not creative and inquisitive, so our development
won’t slow down at all in the face of such options. But we must learn
from these other races while we can. Our survival depends on it.
Chapter 5: Technology 67
Name Type Description
Gravity Ray Ranged Enables wielder to increase or
decrease the gravity surrounding a
particular target temporarily (1d6
turns) within 1-50m. Increasing
gravity pulls them to the ground;
decreasing makes them float in mid-
air. Athletics check (Disadvantage)
to break free. Immobilized creatures
grant Advantage on incoming attacks.
Gravity Grenade Decreases the gravity in a 3m
Reducing diameter area, affecting all targets
Grenade in area temporarily (1d6 turns).
Decreasing gravity temporarily makes
all targets float in mid-air. Athletics
check (Disadvantage) to break
free. Immobilized creatures grant
Advantage on incoming attacks.
Holography Tool Small device used to play and
Device record holographic messages.
Holography Tool Crystal, roughly 25mm in length,
Message that can be used to store a 3D image
Crystal with full audio and visual clarity when
paired with a Holography Device that
reads and writes such messages.
Unless crystal is destroyed, message
never degrades.
Laser Gatling Ranged Energy area effect weapon that
Gun affects 3m-5m cone; 10-100m range;
RS4; 500 rounds per battery: 2d6+3
damage, short burst (Disadvantage);
5d6, long burst (Disadvantage)
Chapter 5: Technology 68
Name Type Description
Laser Knife Melee Energy blade that does d6+1
damage.
Precision Tool Pocket-sized laser device used to
Measurement measure items from 1mm to 1km in
Tool length.
Laser Pistol Ranged Energy weapon that does d6+1
damage; 1-10m range; RS1; 15
round battery.
Laser Rifle Ranged Energy weapon that does d6+2
damage; 2-75m range; RS2; 30
round battery.
Laser Scalpel Tool Handheld device that creates a
and Cautery precision cut from 1mm to 10mm
Tool in depth and may be used to
cauterize wounds in the field.
Laser Sword Melee Energy blade that does d6+3
damage.
Nanoscale Tool Injectable nanoscale probe that
Scope delivers chemical, audio, and visual
feedback to an exterior data device
and can be driven remotely or
through programming.
Chapter 5: Technology 69
Name Type Description
Pulse Grenade Grenade Explosive device doing 4d6
damage, ½ damage 3-10m; Save
vs. Presence (Disadvantage).
Shock Stick Melee Stunning energy weapon that can
immobilize (Save vs. Stun (Morale) at
Disadvantage) target on contact; 1
damage.
Skaali Melee Special blade used by Skaali warriors
Expanding that can extend from a short sword
Sword (1m range) to a longsword (2m
range); d6+2 damage.
Sonic Blaster Grenade Burst of sonic energy affecting 10m
diameter area and causing d6 HP
damage, 1⁄2 damage 3-10m; all targets
Save vs. Presence or knocked prone.
Sonic Ray Ranged Weapon directs a beam of sonic
energy at a target, causing 1d6 HP
damage (1-10m range); targets
Save vs. Presence or knocked prone.
RS1; 10 round battery.
Stun Grenade Grenade Area effect device that does 1d6
damage to 10’, Save vs. Shock
(Presence) at a Disadvantage for all
targets in blast.
Stun Gun Ranged Stunning energy weapon that can
immobilize (Save vs. Stun (Morale)
at Disadvantage) target; 1 damage;
1-5m range; 50 round battery.
Chapter 5: Technology 70
The individual who runs a game of A&A is called a Referee. They are
in charge of telling the story, defining the missions, running any enemies,
and resolving the action.
Each mission has at least one primary mission goal, expressed through
parameters such as “Investigate” or “Collect.”. You may define additional
or optional mission goals, such as collecting biological samples or
capturing live assailants to increase the difficulty. Each member of a
squad gains one Purchase Roll (PR) for each parameter achieved during
the completion of such a mission.
For example, a mission’s primary goal could be exploring an alien
construct, so “Investigate” might be the primary mission parameter.
Returning from such a mission with a detailed report of the area,
including any structures and features, would qualify as accomplishing
the goal. A team of Space Marines would each get one PR for completing
that goal when they return home.
Mission parameters include (but are not limited to): Capture, Collect,
Infiltrate, Investigate, and Retrieve. Survive is a default mission parameter.
You, as Referee, decide if Survival is worth awarding a PR to each
character on its own.
Chapter 6: Refereeing 71
These are obviously just a handful of possibilities for you to explore.
Add your own from classic science fiction television, movies, and books.
The vast distances of space offer plenty of adventures for a brave group
of DSF heroes!
Wayward Scouts
The Excursori are constantly getting into trouble on the edges of the
Stellar Graveyard. It lures them like Sirens lured Greek sailors to the rocks
on doomed ships. When they get into trouble on worlds they thought
dead, they often send off a galactic SOS to request aid from the DSF.
Bug Hunt!
Whether exploring asteroids, moons, or planets, Miners and Settlers
often find more than they bargained for. Pristine worlds often hide
awful secrets.
Raiding Parties
The Grey Men often visit Earth, Luna, and
Mars, seeking human subjects for their awful
experiments. They are a nuisance that simply
won’t go away.
Invasion!
The Grey Men, Skaali, and Gollus are likely not
the only intelligent life in the universe. Many may
see Earth or one of the human colonies as a prize
worth taking.
First Contact
Not all aliens are hostile to Dominion interests. Some
are merely curious and want to learn more about our
strange species.
Chapter 6: Refereeing 72
Glitch!
The CyQ division of Cydyne sometimes requests help rounding up
newly-sentient androids appearing on the fringes of Dominion space.
Asset Recovery
Accidents happen. Sometimes Dominion citizens or assets get lost along
the way. The DSF often gets sent to retrieve them.
Pirates!
Out in the Field, miners and transport vessels are often waylaid by self-
proclaimed pirates. Stopping these thieves and returning stolen goods
and personnel falls to the DSF.
Referees are in charge of setting the stage, keeping things moving, and
ensuring that everybody has fun. Essentially, the Referee is the narrator,
putting the PCs in the middle of the action. Once the ball is rolling on
an adventure, they keep the story moving forward through a series of
roleplaying encounters and combat, then mediate any disputes that come
up with the rules.
Aliens & Asteroids intentionally has very simple rules, freeing the
Referee to focus on having fun!
Encounters
What is an “encounter” exactly? An encounter is one discrete part of
the game’s story where one or more PCs try to actively accomplish
something through interacting with the world. Though some encounters
may involve combat, others may occur through:
• Navigating social encounters with alien species, artificials, and other
humans
• Solving technical problems such as opening doors or turning off
alien machinery
• Deciphering clues to achieve goals on alien worlds, moons, and
space stations
• Exploring the unknown to set the stage for the next encounter
Have each player describe their actions clearly, and don’t be afraid to
adapt situations and reactions to keep things moving along smoothly.
Chapter 6: Refereeing 73
Ultimately each encounter is about the PCs’ relationship with the world
around them. Relationships with the team they are on, their superiors,
their enemies, and the challenges of surviving in environments not
meant for human survival. Leveraging those relationships will lead to
memorable adventures and sessions for years to come.
But above all, have fun! This is a game!
Chapter 6: Refereeing 74
In the case of an opposed check, you can also look at the quality of two
rolls to determine which side was successful.
For instance, let’s say that our Space Marine was in a tug-of-war over an
item with the creature earlier. We would use the Toughness attribute to
resolve it. Each side rolls a Toughness check and we compare the results.
• If the creature is successful but the Space Marine was not, the
creature wins.
• If the Space Marine was successful, and the creature was not, the
Space Marine wins.
• If both failed the check, they both let go and neither wins.
• If both succeed the check, you have to look at the quality of the
success.
In the case where both sides succeed, if one has a Critical Success and
the other has a normal Success, the Critical Success wins. If both are
normal Successes, ask about the roll and compare the margins of success.
If the creature gets a 5 and needed a 10, that’s a margin of 5. If the Space
Marine gets a 6, but needed a 12, that’s a margin of 6. The Space Marine
wins the challenge.
Though characters may not level up after every mission, it is always good
to keep your heroes paid and happy with their state of life. For each
successful mission, each player should gain at least one PR that they can
use to requisition more advanced equipment.
We recommend using the Dread Rating for the mission to define the
number of Purchase Rolls you dole out to each character when the
mission is done, but you can also add bonus PRs for any additional
mission goals accomplished.
Downtime
The concept of “Downtime” encompasses everything between missions.
Technicians can service equipment and drones. Scientists may research
various topics or conduct experiments on any items recovered in the field.
Medics can see to their patients’ recovery as well as their own. Commanders
can write up after-action reports to send up the chain of command.
Chapter 6: Refereeing 75
Downtime also includes time for rest and relaxation, additional training,
healing, and dealing with the mental traumas incurred in the field. (See
“Recovering Morale” in Chapter 4 for ideas on how to return to a better
mental state.) All characters will heal up to their full HP after their first
24 hours of Downtime.
Leveling Up
As a Referee, we recommend granting characters a new level after the
characters complete a number of additional missions equal to their
current level, but encourage you to advance more or less frequently as
you desire and your campaign dictates. For example:
• After the first mission, level up to 2 (1 mission)
• After the third mission, level up to 3 (2 missions)
• After the sixth mission, level up to 4 (3 missions)
• etc.
After each mission, the Referee should evaluate the party to see if they
have leveled up. If so, players can select an additional trait for their
characters’ new level. There are no level caps. Attributes are capped at
16, and some traits have prerequisites, but those are the only limitations!
Chapter 6: Refereeing 76
The universe is a big place, full of many wild and dangerous creatures.
Not all will consider your heroes a threat immediately, but some will
attack without warning.
Standard stat blocks list a single Attribute value for each creature. That
value can be used for any Attribute Check required for that creature
during a session. For instance, an Attribute 10 creature has all attributes
at 10. If it needed to claw a PC, it would do an Athletics Check and is
assumed to have Athletics 10.
All Creature Strengths (Low, Mid, High, Super) and Creature Traits are
described in the “Creating Your Own Creatures” section later in this
chapter.
Artificials
• Standard Android (Mid-level): Attribute 10, Traits: Legged
(10m), Punch (d6), Enhanced Punch (Punch now does 2d6), Grab
(Immobilize victim, Athletics check to break free, Immobilized
creatures grant Advantage on incoming attacks), Observant, Tough
Hide (AR2)
• Standard Combat Android (Mid-level): Attribute 11, Traits: Legged
(10m), Sprinter (doubles speed to 20m), Laser Rifle (Ranged) (d6+2;
2-150m range; RS2; 30 round battery), Tactics, Enhanced Combat
Armor (AR4/AP20), Observant
• NeoGen (High-level): Attribute 13, Traits: Legged (10m), Tough
Bastard (doubles HP to 26), Superior Combat Armor (AR5/AP25),
Laser Rifle (Ranged) (d6+2; 2-150m range; RS2; 30 round battery),
Tactics, Melee, Laser Knife (d6+1), Grenade Launcher (25-1000m
range, RS3, 6 grenades per reload; Pulse Grenades, 4d6 damage, ½
damage 3-10m; Save vs. Presence (Disadvantage))
The Dread
• Dread Hollow (Low-level): Same raw abilities as they had before
they were harvested; Traits: Hivemind, Claw/Bite/Punch/Kick/Grab
as appropriate to creature
• Dread Soldier (Mid-level): Attribute: 11, Traits: Legged (10m), Bite
(d6), Claws (d6), Tail (d6), Acid Blood (sprays acid blood when
cut, d6+2 damage, 2 points ongoing each round until removed),
Hivemind
Chapter 6: Refereeing 77
Gollus
• Gollus (Super-level): Attribute 14, Traits: Floats (10m), Tough Hide
(AR2); Force Field (AR4/AP20); Regenerating Suit Armor (AP2);
Regenerating Health; Sonic Ray (1d6 HP damage (1-10m range);
targets Save vs. Presence or knocked prone); Sonic Blast (10m cone,
1-10m range, 1d6 damage in center, 1⁄2 damage on edge of cone; all
targets Save vs. Presence or knocked prone), Tactics, Gravity Ray (Single
target, 1-50m, Immobilize by increasing or decreasing gravity for 1d6
turns, Athletics check (Disadvantage) to break free), Gravity Blast (area
effect 10m diameter, 1-50m, Immobilize by increasing or decreasing
gravity for 1d6 turns, Athletics check (Disadvantage) to break free)
Grey Men
• Grey Men Scientists (Low-level): Attribute 8, Traits: Legged (10m),
Tactical Suit (AR2/AP10); Laser Pistol (Ranged) (d6+1; 1-10m
range; RS1; 15 round battery), Observant
• Grey Men Soldiers (Mid-level): Attribute 10, Traits: Legged (10m),
Enhanced Combat Armor (AR4/AP20), Laser Rifle (Ranged)
(d6+2; 2-150m range; RS2; 30 round battery), Tactics, Melee,
Laser Knife (d6+1)
• Grey Men Commander (High-level): Attribute 12, Traits: Legged
(10m), Mechanized Armor (AR5/AP40; Grants +1 Accuracy and
+2 Toughness), Observant, Tactics, Laser Rifle (Ranged) (d6+2;
2-150m range; RS2; 30 round battery), Melee, Laser Sword (d6+3),
Psionic Ray (1d6 HP plus Save vs. Mental (Presence) (Disadvantage)
to immobilize for 1d6 turns)
• Grey Men Supreme Leader (Super-level): Attribute 14, Traits: Legged
(10m), Mechanized Armor (AR5/AP40; Grants +1 Accuracy and +2
Toughness), Laser Gatling Gun (Ranged) (Area effect, 3m-5m cone;
10-100m range; RS4; 500 rounds per battery: 2d6+3 damage, short
burst (Disadvantage); 5d6, long burst (Disadvantage)), Observant,
Tactics, Melee, Laser Sword (d6+3), Psionic Ray (1d6 HP plus Save
vs. Mental (Presence) (Disadvantage) to immobilize for 1d6 turns),
Psionic Blast (same as Psionic Ray, but area effect, 1⁄2 damage 3-10m)
Skaali
• Skaali Citizen (Mid-level): Legged (10m), Attribute 10, Traits:
Tactical Suit (AR2/AP10); Regenerating Suit Armor (RR2); Laser
Pistol (Ranged) (d6+1; 1-10m range; RS1; 15 round battery), Melee,
Skaali Expanding Sword (Melee) (d6+2, 1-2m range)
Chapter 6: Refereeing 78
• Skaali Soldier (High-level): Attribute 12, Traits: Legged (10m),
Superior Combat Armor (AR5/AP25); Regenerating Suit Armor
(RR2); Laser Rifle (Ranged) (d6+2; 2-75m range; RS2; 30 round
battery), Melee, Skaali Expanding Sword (Melee) (d6+2, 1-2m
range), Tactics, Sprinter (doubles speed to 20m)
Miscellany
• Alien Slime (Low-level): Attribute 8, Traits: Slither (5m), Acid Touch
(d6+1 upon contact and 2 points ongoing each turn until removed),
Spit Acid (range 1-5m, d6+1 upon contact and 2 points ongoing
each turn until removed), Regenerating Health (1 HP per turn)
• Carnivorous Plant (Low-level): Attribute 7, Traits: Immobile, Bite
(d6), Tough Hide, Grab (Immobilize victim, Athletics check to break
free, Immobilized creatures grant Advantage on incoming attacks)
• Pirate Brigand (Low-level) - AR3/AP15/HP10 - Attributes 10 -
Pistol (Ranged), d6 (3 clips on bandolier); Pirate knife (Melee), d6
- Secondhand Armor with Reinforced Chest Plates; Traits: Melee;
Speed: 10m
• Pirate Leader (Mid-level) - AR4/AP20/HP12 - Attributes 12 - Pulse
Rifle (Ranged), d6 (3 clips on bandolier); Laser-honed Cutlass
(Melee), d6+1 - Standard Combat Armor; Traits: Melee, Tactics;
Speed: 10m
• Robot Turret (Low-level): Attribute 9, Traits: Immobile, Laser Pistol
(d6+1, 1-10m range), Unlimited Ammo, Combat Armor (AR3/
AP15)
• Space Centipede (Low-level): Attribute 7, Traits: Legged (10m), Bite
(d6), Tough Hide, Sprinter (doubles speed to 20m)
• Space Lamprey (Low-level): Attribute 8, Traits: Swim (10m),
Sprinter (doubles speed to 20m), Bite (d6), Lockjaw (additional d6
damage on Bite)
• Space Lamprey, Enhanced (Mid-level): Attribute 11, Traits: Swim
(10m), Sprinter (doubles speed to 20m), Bite (d6), Lockjaw
(additional d6 damage on Bite), Drill (gnaws into target once locked
on, drilling d6 into victim each turn), Tough Hide (AR2)
• Swamp Spike (Low-level): Attribute 8, Traits: Immobile, Neurotoxin
(ignores armor and delivers neurotoxin to immobilize target for
d6 rounds; immobilized creatures grant Advantage on incoming
attacks), Unlimited Ammo
Chapter 6: Refereeing 79
What follows are some rough guidelines on creating creatures for your
own adventures.
Creating a creature works as follows:
1. Determine the creature’s strength.
2. Roll the base attribute score for the creature.
3. Choose a default mode of locomotion.
4. Select Traits for the creature.
Creature Strength
Not all creatures are created the same. Some will be easy to dispatch;
others will be harder. When selecting the strength for the creature, keep
in mind a few common ideas such as:
• Does the creature fight alone or in groups? How big are the groups?
• How mobile is the creature?
• What defense mechanisms does it employ?
• How difficult should it be to eliminate from combat?
For example, a group of 1st level characters will have an impossible
task going against a Dread soldier but may be fairly evenly matched
against a group of Grey Men.
Strength levels are broken down as follows:
• Low-level (Attribute bonus: 6, 3 traits)
• Mid-level (Attribute bonus: 8, 5 traits)
• High-level (Attribute bonus: 10, 7 traits)
• Super-level (Attribute bonus: 12, 10 traits)
Chapter 6: Refereeing 80
Mode of Locomotion
Each creature has the potential for moving in its environment, though
some may be fixed or immobile. Choose a default mode of locomotion.
Note that you may choose additional types of locomotion as traits.
Common forms of locomotion include:
• Bladed - spins through the air*
• Float - floats through the air
• Glides - glides on wings through the air
• Immobile - locked in a single position
• Legged - moves on one or more legs
• Serpentine - slides along the ground like a snake
• Spherical - rolls along the ground like a ball
• Swim - swims through the environment
• Tracked - travels on caterpillar-type treads*
• Wheeled - travels on wheels*
• Winged - flaps physical wings to move through the air
* This type of locomotion is usually only found on creatures of a
mechanical type.
Chapter 6: Refereeing 81
Trait Attribute Prerequisite Description
Bite Athletics -- Creature has a standard
Bite attack for d6 damage.
Claw Athletics -- Creature has a standard
Claw attack for d6 damage.
Combat Special -- Creature wears standard
Armor combat armor (AR3/AP15).
Drill Athletics Lockjaw Creature can gnaw through
once locked on, drilling into a
victim (d6 damage per turn).
Chapter 6: Refereeing 82
Trait Attribute Prerequisite Description
Gravity Ray Accuracy -- Enables creature to increase
or decrease the gravity
surrounding a particular
target temporarily (1d6
turns) within 1-50m.
Increasing gravity pulls
them to the ground;
decreasing makes them
float in mid-air. Athletics
check (Disadvantage) to
break free. Immobilized
creatures grant Advantage
on incoming attacks.
Grenade Accuracy -- Creature wields grenade
Launcher launcher (Effective
Range 25-1000m; RS3;
6 grenades per reload;
damage depends on type
of grenade).
Hivemind Special -- Creatures are part of
a collective. What one
knows, they all know.
Impenetrable Special Tough Hide Strengthens creature’s
Armor natural armor to AR5/AP25.
Kick Athletics -- Creature can kick a target
for d6 damage.
Laser Gatling Accuracy -- Energy area effect weapon
Gun (Ranged) that affects 3m-5m cone;
10-100m range; RS4; 500
rounds per battery: 2d6+3
damage, short burst
(Disadvantage); 5d6, long
burst (Disadvantage).
Laser Knife Athletics Melee Energy blade that does
(Melee) d6+1 damage.
Laser Pistol Accuracy -- Energy weapon that does
(Ranged) d6+1 damage; 1-10m range;
RS1; 15 round battery.
Laser Rifle Accuracy -- Energy weapon that does
(Ranged) d6+2 damage; 2-75m range;
RS2; 30 round battery.
Chapter 6: Refereeing 83
Trait Attribute Prerequisite Description
Laser Sword Athletics Melee Energy blade that does
(Melee) d6+3 damage.
Lockjaw Athletics Bite Enables creature to lock its
jaws to hold onto a victim and
not let go upon a successful
Bite attack. Does additional
d6 damage on bite.
Locomotion Speed -- Tracked, Wheeled, Bladed,
(One mode Spherical, Legged, Slither,
by Default) Float, Swim, Immobile; can
be taken multiple times;
Speed: 10m.
Mechanized Special -- AR5/AP40; Grants
Armor +1 Accuracy and +2
Toughness; Built for heavy
combat with solid armor and
weapon hardpoints built in.
Melee Athletics -- Ability to use a variety of
melee weapons, from knives
to swords and staves.
Chapter 6: Refereeing 84
Trait Attribute Prerequisite Description
Psionic Ray Presence -- Creature can project
thoughts directly into
a target’s mind and
cause crippling pain; 1d6
HP damage plus Save
vs. Mental (Presence)
(Disadvantage) to
immobilize for 1d6 turns.
Punch Athletics -- Creature can punch a
target for d6 damage.
Regenerating Special Some Natural Creature’s natural armor
Armor Armor regenerates AP at a rate of
1 per turn.
Regenerating Special -- Creature automatically heals
Health HP at a rate of 1 per turn.
Regenerating Special Some Suit Creature wears armor that
Suit Armor Armor regenerates AP at a rate of
2 per turn.
Rip Toughness Grab If the creature has a
target grabbed, it can
rip a limb off. The target
must Save vs. Toughness
(Disadvantage) or lose the
limb. Once ripped off, the
creature must re-grab its
intended target.
Ripper Athletics Claw Strengthens creature’s claws
to do additional d6 damage
during a Claw attack.
Shock Stick Athletics -- Stunning energy weapon
(Melee) that can immobilize (Save
vs. Stun (Morale) at
Disadvantage) target on
contact; 1 damage.
Skaali Athletics -- Special blade used by
Expanding Skaali warriors that can
Sword extend from a short sword
(Melee) (1m range) to a longsword
(2m range); d6+2 damage.
Chapter 6: Refereeing 85
Trait Attribute Prerequisite Description
Spit Acid Accuracy -- Creature can spit acid at a
target, range 1-5m. Any
inorganic matter it comes
into contact with takes
d6+1 damage, ongoing 2
until removed.
Sonic Ray Accuracy -- Creature can direct a beam
of directed sound at a
target, causing 1d6 HP
damage (1-10m range);
targets Save vs. Presence
or knocked prone.
Sonic Blast Accuracy Sonic Ray Creature can direct a cone
of directed sound at multiple
targets, causing 1d6 HP
damage. 10m cone, 1-10m
range, 1d6 damage in
center, 1⁄2 damage on edge
of cone; all targets Save vs.
Presence or knocked prone.
Sprinter Special -- Doubles base speed,
enabling quicker movement
across larger distances.
Squeeze Toughness Grab, plus If the creature has a target
Tail or grabbed, it can squeeze its
Locomotion: target to cause an additional
Slither d6 damage each turn.
Stun Gun Accuracy -- Stunning energy weapon that
(Ranged) can immobilize (Save vs. Stun
(Morale) at Disadvantage)
target; 1 damage; 1-5m
range; 50 shot battery.
Superior Special -- Creature wears superior
Combat combat armor (AR5/
Armor AP25).
Tactical Suit Special -- Creature wears standard
tactical suit (AR2/AP10).
Tactics Education -- Can think and plan
tactically. Can trade their
action to give an ally an
extra move or attack.
Chapter 6: Refereeing 86
Trait Attribute Prerequisite Description
Tail Athletics -- Creature can whip a target
with its tail to cause d6
damage (3m range).
Tailwhip Athletics Tail Enables a tail whip attack
to do an additional d6
damage.
Tough Toughness -- Doubles the creature’s
Bastard base HP.
Tough Hide Special -- Creature has tough skin that
serves as basic armor; AR2.
Unlimited Special Some Creature has access to
Ammo weapon unlimited ammunition,
requiring never needing to reload.
ammunition
Chapter 6: Refereeing 87
This chapter is meant for the Referee’s eyes only and offers a glimpse
behind the curtain at the current roster of alien races, both mortal and
machine.
The universe is big. Mind bogglingly so. But that doesn’t mean that the
human race is alone. Far from it.
As the Dominion has stretched the reach of humankind beyond the
realm of Earth, we have bumped into a few things in the void. The
players at your table may have heard of a few or all of these, but there’s
always room for more.
The Grey Men are a dying race kept alive through the harvesting or
biological material from the human race. Organs. Tissue. Fluids. Bone.
Skin. Anything they can take, they will use. This process began with
cattle in the 1950s and things progressed quickly from there.
As a result, each Grey is a bit “Frankenstein” in appearance, sewn
together and hacked through surgery. Each Grey has survived dozens,
if not hundreds of such procedures, and they are all scarred and worn,
many living only through pure spite.
The Greys utilize a similar approach to technology, taking and adapting
what they need from the races they steal from. This includes humans, but
there were others. As a result, their tech is just as cobbled together as they
are, but it should not be underestimated.
As a much younger species, they focused on expanding their minds and
found they could communicate with and manipulate the world around
them through brain power alone. That led them to develop equipment
to enhance their psionic abilities to new heights. Some of this technology
was used to overcome their lack of imposing physical strength. As
a result, their military built elaborate exo-suits to guide, protect, and
strengthen their bodies on the battlefield.
In the early part of the 22nd century, Cydyne, Inc. became a major player
in manufacturing practical androids designed for working in some
environments humans simply weren’t capable of. The first major test
was the joint project between Cydyne and Taylortech in the mid-22nd
when they began tentative mining operations on Mercury. CyDroid,
Generation 1 were born.
Once Cydyne technology was put to the test, it was adopted much
more widely and used to construct both BANCE-3 and BANCE-4 for
the corporation of Bondi-Andisse. Though human pilots were used to
fly passengers and freight through the BANCE gates, the mental and
emotional toll of those journeys led Cydyne to create a new class of
androids to do the job: CyDroid, Generation 2. And soon, nearly 90% of
the BANCE cycle (gate construction, gate operation, and gate piloting)
was completely automated by a veritable army of androids.
The Void is an unforgiving and empty place in the Deep Reaches and
Space Between. In those parts of space, the very fabric of the universe is
weaker than elsewhere. And sometimes there are things that find ways to
punch holes from elsewhere.
Nobody knows for sure when the Dread ripped into our part of the
multiverse from whatever hell they come from, only that they were
hungry when they got here. And “they” is a bit of a misnomer. Really it
was just “She” who tore into our nightmares -- the Monarch -- a living
planet with an unquenchable thirst for life.
When the Monarch appeared, she sacrificed a portion of herself to cast
stones and find a meal. She threw parts of herself in multiple directions
to find worlds teeming with life just waiting to be consumed. Lesser
beings must be sacrificed to serve at the whims of the gods, do they not?
The Skaali were among the first to feel the Dread presence. The first
salvo hit multiple worlds and the invasion began without a warning
shot. Meteors tore through the sky and soon Dread forces laid claim to
everything in their path.
Other alien species know The Gollus had a bit more warning when the
the Dread by their true attacks struck their homeworld. They were already
name, the Antetaar. They getting ready to leave. Though the Skaali were a
simply call them “The young race, just expanding beyond their home
Dread,” warning others
system and colonizing other worlds, the Gollus
to stay out of the Stellar
Graveyard or “Dread Zone” were entering the spacefaring age of their existence,
of dead worlds left behind stripping worlds bare to build great ships capable
by the Monarch, for fear of traversing the void to greener pastures. While the
of waking her again. The Skaali battled against invading forces, the Gollus
last time they dealt with
her was hundreds of years were simply abandoning any worlds the Monarch
ago and some races such infected and moving on.
as the Skaali are only now The stones the Monarch launches into the void
recovering.
are not empty vessels. Each contains a passenger: a
sleeping Queen or Lord, each with a single purpose.
Chapter 7: The Alien Menace 98
Queens give birth to the Hive. Lords connect the Hive to the Hivemind
-- a shared consciousness capable of bridging the void between worlds. As
soon as these creatures are able on a suitable world, they begin their tasks.
The Queen begins by creating a pair of eggs which hatch almost
immediately. These two creatures become her bodyguards, massive
warriors built to ensure her survival. Laying these eggs is an exhausting
task and leaves her in a vulnerable state, so her bodyguards begin
bringing her offerings… victims… from their new home. As the Queen
regains her strength and her guards establish a foothold, she lays more
eggs -- growing soldiers to tackle the next phases of development.
Meanwhile, the Lord has been finding a safe place to rest and act as
an antenna for the Hivemind. He burrows deep into the world, seeking
energy to tap into and keep his connection alive. Once established, he also
Lords
Each Hive has a single Lord, which is both connected to and disconnected
from the Hive. He serves as a communications array, not tapping into
the life energy of the victims on the planet but the planet itself, using that
power to keep the Hivemind alive. Nobody knows exactly what these
creatures look like, but it is theorized that they are diggers who burrow
deep into a world and find a line to its core.
Brutes
Brutes are the Queen’s bodyguards and ensure that the Hive runs
smoothly. The Queen lays two Brute eggs initially, but can lay more later
on when conditions are right.
Brutes are large, powerful creatures both intelligent and strong, willing
to do anything they can to protect their Queen and their cache of
harvested life energy. They can direct Soldiers and Hollows to do their
bidding, filling the role of Hive foremen as needed.
Soldiers
Soldiers are the Queen’s main forces and the creatures seen most in battle.
They are brutal and fast, but not very intelligent, relying on the Brutes and
the Queen to direct them wherever they are needed. They are responsible
for everything from building and digging to retrieving victims.
Harvesters
Harvesters are a special breed, with a single task. Once the Queen is
large enough, the Harvester takes a majority of victims and drains them
of their life energy, placing it into large sacs behind them. When a sac is
full, it detaches and is moved into a cache for the Monarch to drain on
her Progress through the conquered worlds.
Hollows
Hollows are victims who have been drained by the Harvester and
assimilated into the Hivemind, overwhelmed by the combined thoughts
of millions of Antetaar beings across galaxies. They come in a variety of
shapes and sizes, whatever happens to be handy on a given planet. They
are used in different ways by Queens and Brutes as they see fit -- from
troops to miners and lookouts -- and anything they see, so does every
other member of the Hive.
Different worlds have different creatures that can become Hollows, such
as the centipedes and other insects and lower life forms found elsewhere
in the universe. The Dread prefer higher beings, as they offer more life
energy for the Monarch, but any life form will do when needed.
The Greys have set up a temporary habitat (4 rooms plus the airlock) in
one of the inner craters near the edge of Mendeleev’s southmost ridge.
The inner crater is about 2 km in diameter and at a depth of nearly 100
m from the rest of the Mendeleev basin. The habitat and the Grey’s ship
are located at the center of the inner crater.
The habitat is small and only rated for 8 individuals, but it is pressurized
and does have some atmospheric processing equipment attached. Also
attached is a large, thin, spear-shaped antenna that reaches nearly 25m in
height, which broadcasts the signals. These signals are heavily encrypted,
transmitting medical telemetry from the victim.
The habitat has some outside equipment, specifically power conduits
from the ship to the structure and the antenna, plus a generator of some
sort processing a green liquid.
The walls of the habitat appear to be smooth and flat, but are inflated by
the atmosphere within. The fabric seems to self-organize into a material
tough enough to resist the airless environment of the Moon, though any
projectile ammunition or melee weapons that penetrate the walls will
cause an explosive decompression.
If a character has some form of high-tech viewer with a sensor array,
they can look for heat signatures within. Greys have a different heat
signature than humans. All but one signature is taller and lankier than a
human, with heads showing much warmer than a human’s.
The Antenna
The Antenna is a 25m tall pole wrapped in dimly glowing blue conduit.
The Airlock
The airlock is the smallest room in the structure, merely a 5m x 3m
passage big enough for two or three individuals at a time. It takes 15
seconds to pressurize the airlock once the outer door is closed.
The outer door to the airlock has an electronic lock. The heroes could
use electronics traits (Security or Bits & Bytes) to open the door, or
they may simply blow it open. If they blow it open, the habitat will
depressurize, and the young man will perish.
The Greys are all wearing suits and can quickly don their helmets.
The Entry
A fixed turret has been set up here, facing the airlock. A small table and
chairs has been set up behind the turret. Some electronic devices are piled
on the table. A sleeping Grey lies in the corner, armed with a laser pistol
and wearing basic combat armor.
The Grey soldiers will retreat to the Multipurpose Room and use the
turret in the entry room as cover, firing their lasers through the doorway.
They will seal the door so it has to be cut through if the invaders overrun
the turret or rush them. As soon as enemies breach the Multipurpose
room door they will throw a stun grenade and fire their laser weapons.
During the process, the scientists will gather their samples, leaving the
young man on the table, and make a run for the ship. If they get to the
ship, it will take off quickly and silently, leaving the soldiers behind to
cover their escape.
Should the PCs defeat the remaining Greys, they can recover bodies,
weapons, data. The PCs might be able to save the victim - he needs
stabilization and immediate medical care. He is not wearing an
environmental suit, so he will perish quickly if the habitat depressurizes.
The grey soldiers will not take prisoners and will fight against the PCs
to their last breath.
Should the Greys defeat the PCs, the survivors will call for pick-up
by the ship that escaped with the scientists. They will collect any dead,
human or alien, and flee.