The Xenomorphs were created by an ancient race (The Jockey Race) tens of thousands of years ago. They were fighting among themselves in a brutal civil war. Their technology was organic in nature and was so powerful, the death toll ran into the millions. For decades, the war never saw twilight. It seemed to go on forever…until one side got an idea.
It was an experiment to create a biomechanical weapon. It would adapt to its environment, be completely independent…and finally…it would be viscous. This creature would be a living machine with the most grotesque combination of science and nature. They created a species bent only of the art of killing. The experiment was placed on a distant world (“Alien-Proteus”). They designed the species with a hive structure to keep the infestation from running out of control. The “ant” methodology was promoted. The object: To keep the infestation under control by keeping the creatures close to their “queen.”
The experiment was a success. The creatures we know as Xenomorphs were created. The standard infiltrator mission was as follows: An egg is deposited in a populace, it impregnates, and an alien bursts out of the host and soon finds more hosts which it can convert into eggs which will also hunt down hosts to impregnate. The creature will kill anything threatening and convert the rest. Soon, the populace is destroyed and the aliens are left alone on the world or spacecraft where the infestation was released. It is assumed the Jockeys that created the Xenomorphs had a procedure to eliminate the new infection.
The Jockeys were ready to unleash their creation on their enemy. The Proteus planet was still under control. The experiment seemed safe. The mother species deposited many life forms to keep their hives intact. These life forms seemed to reproduce in large numbers. When needed, a transport would simply set down and pick up a queen, a drone, an army, or just a bunch of eggs as the mission profile specified. The weapon proved useful and the war ended quickly.
The Xenomorphs were designed to adapt to current situations but their basic morphology was not to change…it did. Before the Jockeys could stop their “children”, they had evolved. One small little change, something seemingly insignificant connected to the “ant” structure but not included in the alien design…Royal Jelly—the strange substance used to generate a queen. When the Jockeys discovered infested worlds where there shouldn’t be, they got worried.
Given the capability to create their own queens, the infestation could not be bottled. It soon broke out of control. The Jockeys found their experiment turning against them. They tried to find a weapon to defeat their own creation but they were already demoralized from a past war. They sent one last ship to pick up “evolved” egg samples from the Proteus planet to study…it never came back.
The Jockey race vanished. After thousands of years, without transportation, the Xenomorphs quickly overran the planets they were on, then promptly died out. They might be long lived, but after ten thousand years, even their lifespan ran out. The eggs fossilized, the bodies disintegrated and the last legacy of the alien species vanished. The ship from the proteus world crashed landed on a world far away from their Homeworld.
LV-426 was the world where the lone Jockey ship crashed landed, across the galaxy from their Homeworld. The Jockey onboard was killed when an alien egg he carried broke free and impregnated him. Without a pilot, his ship set down on the hostile world. The stasis fields in the cargo bay were damaged and all but one bay of eggs were unsealed. They all soon died from exposure. One bay remained sealed and waited--the last living legacy of a past experiment that failed.
NOTE ON THE JOCKEY RACE PLUG-IN:
This Plug-In is not designed to be a self-sufficient plug-in but more like
and expansion to the existing basic game. Unlike the Alien Resurrection
plug in that changes the setting and the Predator Plug In that offers a totally
new setting, the Jockey Race Plug In ads a few new elements to an existing
game. These aliens are considered too unique to the setting for character
generation. There are rules for such an idea although it is not recommended.
These rules are very loose since there is extremely little information available
and most that is contradicts. There are no rules to run these aliens
in their own timeline and setting. All of these rules and descriptions
are from a standpoint of running a game in a basic alien game in CL1-6.
Information from this race is compiled from the comics, the screenplays,
and HR Giger’s original concepts.
ACHERON – Jockey Ship Wreckage (CL1)
The most interesting aspect of this world is obviously the strange ship that contains the Alien Eggs. At CL 2, with the atmosphere processor destroyed, Acheron became hostile again. The Jockey Ship remains. This is the only accessible artifact other than the aliens themselves from this enigmatic race. The ship has withstood fierce storms, terraforming, and a major nuclear explosion and still remains as pristine as when it crashed. The final word is “yes”, it crashed, some couple thousand years ago. The Ship was transporting eggs from the Proteus world when an alien got loose and impregnated the pilot. The pilot, sure to die, soft-landed the craft on the nearest world he could find and sent out a rudimentary warning beacon.
The crash, although suffering only minor damage on the craft itself, damaged
the stasis containers in the cargo bay, exposing the eggs to the harsh outside
environment. They are long lived but even after millennia, they succumbed
to the elements. One section remains in stasis and the alien eggs still
reside in perfect containment. The Pilot soon died and his offspring
died soon after, quickly running out of nourishment. The ship is non-functioning
since its pilot died. The reactor is dead. It offers viable eggs
as well as the ship’s Bio-Alloy and the unique pilot-ship interface of the
Merge (see below).
TIRGU-MIRES – The Observer (CL5)
Tirgu-Mires is an old colony world kept off the starmaps on request of its inhabitants. The world receives no supply runs and exports valuable uranium ore to Hyperdyne. The colony has run successfully for four generations without outside contact. In fact, the world would have probably fallen through the pages of history, generally ignored, if it wasn’t for the discovery there. A scheduled series of core samples from an area off one of the main colony towns revealed a strange material when the drill couldn’t seem to penetrate past several hundred feet. A Jockey Pilot resided there, quietly observing…”what” is the question. It is entirely possible, that the observer was the last member of his species, recording the extinction of his race. Perhaps he was recording the events of the civil war. It is also possible, since this world was the closest of the Jockey’s to Earth, they were watching us. It is unclear what the real answer was, but the pilot eventually died of old age, still merged in his chair that was is home. The small outpost might also have been attacked by xenomorphs as well. It seems that a very foreign computer system is present, chronicling the history of the Jockey Race. When the colony discovered this treasure, they didn’t have much time to enjoy it. Hyperdyne, finding its worlds vanish one by one, was desperate for answers. When the core samples were relayed, the corporation sent a very sinister HK squad to investigate. If they discovered what they feared, they were to eliminate all witnesses. When Tirgu-Mires was charted at CL6 by the CMC, they found the colony destroyed and the Jockey base missing.
LOCATION: 5 ly from Helix
<uncharted planet> PRISM-177 – The Generator (CL4)
LOCATION: 10 ly outside Acheron.
<uncharted planet> CON-888 – The Structure (CL3)
LOCATION: 15 ly outside Casper / Sinat
<uncharted planet> PERI-120 – The Landscape (CL4)
LOCATION: 15 ly outside Pandora
<uncharted planet> HORI-001 – The Mutation
<uncharted planet> ISO-567 – The Spaceport
<uncharted planet > PROTEUS
Merely 500 kilometers from the ice flows lie a group of featureless pyramids. Each one towers more than twice the size of the great pyramid of Giza. The six pyramids are all within line of sight with each other. Rumford is one of many planets with Egg Silos deposited by the Jockey Race. Eventually, an archeological team was killed but one impregnated, managed to escape to the colony. The resultant mayhem eventually led to the colony’s destruction by CL5. At CL6, the barren world was considered for repopulation. The Egg Silos remain. They are the largest deposits of alien eggs of all. These silos are build underneath the pyramids since most silos are not pyramid-shaped. Over 2000 eggs can be found in stasis here.
<uncharted planet> SAROS-600 (CL4)
This systems is totally devoid of any worthwhile planets. It was hoped when mankind moved further into the cosmos, that we would move into this system to take full advantage of rich asteroid deposits contained within. One of the larger erratic rocks holds a small silo. All are dead except for one section still in stasis of 50. The Silo is made up to be more of a space station, with corridors, airlocks, and quarters.
LOCATION: 15 ly from Transept.
<uncharted planet> TMA-651 (CL5)
TMA-651 is one of the surveyed worlds on the short-list for colonization. It seems a high candidate for terraforming. However, the egg silo there might hamper that. An unknown alien craft seems to crash-landed nearby, No crew, no survivors. Mutations seem to guard the structure.
LOCATION: 10 ly from Chiten.
A warzone. Tsien must had been one of the last colonies left standing in the civil war. The entire world was laid waste by fighting. When the xenomorphs arrived, they quickly dispatched the entire populace. Somebody must have survived the war to that point since the planet was later totally irradiated by orbital bombardment. However, some ruins still reside and the fragments of an alien-made hive still exist underneath.
LOCATION: 10 ly from Barabazon
The technical term for the Jockey Race were the Biomechanoids. They were a synchronizing of man and machine which was the natural evolution of their growth rather than a side effect. No one can truly be aware on how alien a non-terran intelligence can be. As theorized throughout history, there is virtually nothing distinguishable between them and us. Yes, they maybe have two arms and two legs with one mouth and two eyes but that’s where it ends. Two arms and two legs makes sense as do two eyes. Everything else is foreign. They are tall when standing (12 – 17 feet tall) with extremely strong arms and legs. They have dead eyes--seeing and not seeing. Very weak in comparison. Their mouths are virtually useless to them as well. Their bodies are Sepia colored although most are found jet black, like the technology surrounding them
Their minds operate on a totally different level, utilizing powers never before even imagined. The technology is so totally integrated into their lives. Although they are themselves organic, they seem to have the capacity to merge with their devices. In many ways, all their tools, whether a hammer or a massive spacecraft, became part of their body when they use their--their tools become extensions of their own mind. Surviving Biomechanoids exist but they have gone nomadic across the cosmos. They keep to themselves and usually wait to die. Some are actively searching for all remnants of their technology in order to eliminate it. Some want to rebuild their race from the ground up. All have either a morbid fear of a all out dying hatred for the xenomorphs they created. They are also long lived. It is quite possible the ones still roaming through the cosmos actually bore witness to their species’ own destruction.
The rules for making characters can be discerned from the information below. I don’t give direct guides since designing a Biomechanoid as a PC is very unfair to the rest of the group. Once again, ranges are given.
Shy. Secretive. Values no one and nothing. Very selfish. Isolationist.
ORIGIN LIFEPATH (Superpower Plug-In):
POWER SOURCE (Superpower Plug-In):
INT: 9-11 WILL: 7-10 PRE: 1-4 TECH: 10-11 REF: 6-9
DEX: 5-8 CON: 9-11 STR: 10-15 BODY: 11-16 MOVE: 4-6
--Phobia—Xenomorphs—They hate them with a passion but also fear them (Severe)
--Obsessed—Destruction/Resurrection of their race (Severe)
The disadvantage of the substance is that it requires a minor circulatory system similar to a living organism for the bio-alloy to maintain its organic stability. The aliens cannot seem to convert Jockey race materials. Their hives can’t seem to stay attached and they cannot ingest the materials for nourishment or hive construction. Jockey Race Bio-Alloy seems almost totally immune to alien acid. Acid is only half effective. All Bio-Alloy is regenerative. Any Bio-Alloy can regenerate 10% of its total damage ever day. If the power system is damaged, this cannot occur, however.
All the powers of the Pilot are available anywhere on board the ship.
+3 Pilot Skill
Move = 0
Dexterity = 0
The Spider may only have four legs that don’t move, but the name still stuck.
It is a rarely found vehicle accessed by the Biomechanoids to move from place
to place on planet. The vehicle has eight spherical pods with don’t
rotate but do supply the source of its motive power. The spheres rise
the craft above the ground and allows for all terrain travel. They
generate a gravity field that allows the craft to move effortlessly through
any environment. The Spider can hold only one Biomech at a time, merged
with the ship, making the four appendages of the spider replacements for
his own. The rear legs are primarily used for propulsion, while the
front offer the same with the addition of weaponry and articulators.
The Articulators extend like tentacles from opening in the front and manipulate small objects. They can then vanish from whence they came until needed. Each arm can extend up to 20 feet and has a STR of 10 each. The front appendages also contain the vehicles secondary armament in the from of two side-mounted, rapid-fire spore cannons. The primary weapon is contained in the cockpit—a turret-mounted plasma cannon. This massive energy cannon’s long range has been known to strike ships even in low orbit.
NOTE: Where did this pic come from…well, if you must know, this was HR Giger’s theorized schematic of the Batmobile from Batman Forever.
MAX SPEED: 140
Move = 0
Dexterity = 0
The Carry-All requires a single pilot in the center to operate and most consider any passengers a hindrance. The ship operates from anti-gravity generators similar to the ones on the Spider ground transport. The primary generators are on either side of two large appendages. The port appendage contains the power generators with 5 exhaust nozzles pointing forward for the terraforming generator (see later). The starboard appendage contains the ship’s flight dynamics, primary armament, and sensor array.
central hub contains the cockpit and cargo ring. The Cargo ring is
a series of honeycombed compartments of amazing size that can carry a large
assortment of supplies. The cargo varies from people to ships to xenomorph
eggs. Stasis fields can drop, freezing the cargo in time. Each
module can open underneath and drop to planet safely via gravity generators
at the foot of each module. Above is the Jockey cockpit, where the
pilot lived for most of his life. It knew everything that occurred
on board the ship. The pilot also had access to the ship’s secondary
weapon from that position. Above the pilot was a large canopy, the
only place where the pilot can see the stars with its own eyes. The
Canopy is opaque but only from the outside. The turret cannon can fire
directly through the canopy without damaging it. The primary weapon
is a massive Light cannon that can disrupt many large ship’s systems and
destroy smaller ones.
The ship is surprisingly small. Most terran ships divert almost 70% of their space to systems. The Carry-All only rations about 20% of their space to flight systems. The rest is reserved for cargo and living space. The craft from Port to Starboard, is less that 500 meters across. The Cargo hub is 250 meters in diameter.
The port appendage serves a variety of purposes but it does offer some strange abilities. The Carry-All has the capability to alter its surrounding. When landed, it can convert the terrain around it to match the biomechanical landscape of the Jockey Homeworld. Given enough time, the entire planet could be adapted this way. This includes first adapting the topsoil and the organic life and then converting the atmosphere, thickening and converting it to a high methane / chorine / oxygen buffer, very hazardous to most carbon-based life.
If terraforming is accomplished from orbit, the atmosphere is adapted first,
then organic life, and then the ground. The ground is hardened and blackened,
making it more compatible with the bio-alloy. Simple forms and plant
life are converted into the dark, hard material similar to the plant life
on the Jockey Homeworld. All major forms of life die from the atmosphere
change. This whole process can take years, taking the size of the planet
into account. This process can only be accomplished on worlds with
already existing atmospheres with oxygen content. The materials already
have to be there, they just have to be re-combined. This process is
usually reserved for those Jockeys trying to repopulate their civilization.
Crew: 1 Pilot, Life Support for 2 000 in Cargo
Maneuverability: +10 dodge of guided missiles.
Evacuation: 1 Spider
Armament package: 1 Transport suit with Light Cannon and Pistol
Bonuses: Invisible to all radar.
All ships have a –2 to hit this ship with energy weapons
Range: Orbital: Unlimited
FTL Speed: 0.85 ly/day
Cargo Slots: 10
Hardpoints: n/a Weapons are fixed.
THE MUTATION / PROTOTYPE
The Prototype is larger, stronger, and more intelligent compared to an alien drone. However, it has no desire to reproduce. It is usually kept alone or sometimes paired up to defend a certain installation, craft, or person. Once programmed, it can only be reprogrammed by someone who can access its biological programming. This biological programming is done when the creature is created, usually in a large vat in a lab either on a planet or on a ship. The creature is assembled from scratch and implanted with instructions on what to do. It is a very difficult task to reprogram since it entails removing the creature’s brain and biologically reprogramming the synapses. This is only capable by a Jockey using its biomechanical technology even though it is not impossible for a doctor with a masters in Synthetic engineering to crack it, if he could ever get the creature to stand still love enough to have its brain removed. Even then it is no guarantee that the implantation would be successful. The brain is located in a large skull-life formation, in the trunk. Its head is a long-formed snake-like neck with an end formed with spear-like teeth. It has long legs and arms that end in many fingers with long digits.
The unit is also programmed only to allow a certain number of fellow mutations
around it. If the number is greater, the group will remove the straggler.
If under the limit, they are responsible for making up the difference. These
creatures cannot necessarily reproduce, but can create, from the ground up,
their own mutation be converting biological life and then reprogramming a
brain on a copy of their own. It takes more than 800 lbs. of bio-mass
to create a mutation and the process can take more than 48 hours. There
has never been a report of a prototype breaking its programming since there
is nothing below it. In a one-on-one fight, an xenomorph is no match
for its predecessor but the shear numbers of the aliens sway the odds since
Mutations are never seen in more than packs of three or four.
GROWTH: A prototype has no pre-designed lifespan and can exist as long as there are sufficient supplies to maintain its own biomechanical cells.
BODY: The skin is immune to all atmospheric effect including zero-G. It does not use air as we know it. It needs air to produce sound of course and also maintain temperature.
SENSES: The prototype uses motion and pressure senses to locate its enemy. It can also use smell and hearing as well, but it has no form of visual senses. It cannot be blinded in any way. It is also immune to radiation, and all Gases. Unlike other creatures, these prototypes will not retreat from fire .
PROTOTYPES DO NOT HAVE ACIDIC BLOOD
DETECTION : Prototypes are invisible to infrared and therm-optics. They can remain perfectly still and immune to motion sensors unless they decide to move. All normal detection systems are normal.
OTHER ABILITIES: Prototypes are immune to all other psychological problems as well as all known diseases. Electricity has only a half effect. They can never be fatigued or stunned. Therefore, the following characteristics are not applicable: Humanity, Endurance, and Luck.
Stun Defense is given a very high number.
85 (1.7 K) KD:
18 (0.2 K) ED:
20 (0.5 K)