|
NOTES:
All of the aliens have infra or low light vision,
meaning they can function in the dark, and frequently take advantage
of that!
Besides their plasma weapons, Sectoids, Ethereals, Floaters, Snakemen
and Mutons all carry at least 2 alien grenades.
The Alien races (except Terrorists) are divided into different
classes: Soldier (the basic type); Engineers (who maintain engines and
similar functions); Navigators (pilots and navigators who fly the UFOs);
medics (who engage in collecting creatures and experimenting with
genetics); Leaders (in charge of a craft) and Commanders (in charge of
an Alien Base or battleship).
"Terrorist" creatures are those used to terrorize humans or
act as guard units, the are not true alien troops, rather useful
allies, slaves, guards or servants. They are normally only found at Terror
Mission sites, on Battleships as guards, or in Alien Bases.

CLIMATE/TERRAIN:
Unknown 
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
INTELLIGENCE: Average (8-10)
TREASURE: Nil
ALIGNMENT: Neutral
-------------------------------------------------------------------
NO. APPEARING: 1-3 (according to ship type)
ARMOUR CLASS: 4
MOVEMENT: FL 9
HIT DICE: 6
THAC0: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3d6 acid + Save versus Poison or die
SPECIAL ATTACKS: Corrosive (items must save -4), and
poison (instantly lethal)
SPECIAL DEFENCES: Psionic resistant +4 saves, thought
detection
SPECIAL WEAKNESSES: Only react to living organisms
SIZE: S (3')
MORALE: Champion (16)
XP VALUE: 2,000
Celatids are small, purple blob-like
creatures, they are natural hunters and like skulking in
shadowy places and attack from above or concealment. They
are allies of the Muton race.
COMBAT:
They are highly aggressive hunters, they track using
their quarries' brain waves, this means that their
victims cannot hide from them!! The range of this ability
is 30 yards, they can also sense non-living material but less keenly, for instance they have trouble recognizing
mechanical constructs, such as tanks, as possible threats.
Their
main weapon is a highly corrosive spit, which has a range
of 30', it does 3d6 hp but it is also highly poisonous,
victims must save versus poison or die instantly! Victims
in armour better than Kevlar have until the end of the
round to neutralize the poison some way before they are
affected. Items (including Heavy Weapon Platforms, HWPs)
struck by the venom must save versus acid
or be destroyed or damaged, in the case of armour it
would lose 1 point of AC value.
They
are very resistant to psionics, getting a +4 save bonus.
HABITAT/SOCIETY/ECOLOGY:
Celatids seem to be hunting creatures, perhaps from a
dark or crowded environment where eyes are of little use.
They can fly thanks to a bizarre natural anti-gravity
system, and this seems to have been enhanced by
cybernetic implants. Celatids seems to have no recognizable internal
organs, but it does have a small embryo sack,
the embryos are already fertilized and are dormant until
the creature wishes to reproduce. However it seems that
most Earth climates are not to their liking and prohibit
breeding, swamps seem to be their favoured habitat and it would not be pleasant if some of them started breeding
there....
These
monsters are generally found only at Terror Sites (see missions) and Alien Bases (see goals
and plots)
CLIMATE/TERRAIN:
Unknown 
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
INTELLIGENCE: Average (8-10)
TREASURE: Nil
ALIGNMENT: Chaotic Evil
-------------------------------------------------------------------
NO. APPEARING: 1-3 (according to ship type)
ARMOUR CLASS: 0 (4 without dexterity)
MOVEMENT: 24
HIT DICE: 9+3
THAC0: 10
NO. OF ATTACKS: 4
DAMAGE/ATTACK: 2d6+10, + embryo injection
SPECIAL ATTACKS: Embryo injection, strength
SPECIAL DEFENCES: speed, regenerate 1 hp/turn
SPECIAL WEAKNESSES: Fire does +50% more damage, stun
attacks do +10% more damage
SIZE: M (7')
MORALE: Fearless (20)
XP VALUE: 9,000
Chryssalids are large, crab-like
horrors who can move incredibly swiftly. They are also
unbelievably strong and viciously aggressive. Their
ability to impregnate victims with embryos, turning them
into zombies and later another chryssalid
makes them one
of the most feared aliens of all. Often they are found
with the Snakeman race.
COMBAT:
Extremely fast they can run as fast as horse! Typically
they use half their movement to rush up to a foe and then
still get half their attacks. Physically they are
incredibly developed (Dexterity 18 and Strength 22), and
their super-fast metabolic rate also lets them regenerate
non-fire or acid wounds at 1 hp/turn. However this makes
them vulnerable to stun weapons (+10% damage, -2 saves).
Their exoskeleton is vary badly effected by fire attacks
and they suffer +50% damage (-4 saves).
Chryssalids
rarely kill living targets, instead they stop the blow
from maiming and inject the victim with a chryssalid
embryo, the victim then turns into a mindless zombie.
Later the zombie falls apart and the new chryssalid
emerges.
Their extreme strength allows them to destroy XCOM HWPs (Heavy
Weapon Platforms) by tearing open armour plates and damaging
control circuitry. In such cases a Saving Throw vs. Crushing Blow is
needed.
They
use sound and heat to hunt by and preffer darkness to
operate in.
HABITAT/SOCIETY/ECOLOGY:
Although Chryssalids have well developed brains, they
only seem to think of breeding and slaughter. They are
very dangerous creatures indeed. Normally they travel
with Snakemen.
These
monsters are generally found only at Terror Sites (see missions) and Alien Bases (see goals
and plots)
CLIMATE/TERRAIN:
Unknown 
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
INTELLIGENCE: High (14)
TREASURE: Nil
ALIGNMENT: Neutral
-------------------------------------------------------------------
NO. APPEARING: 1-3 (according to ship type)
ARMOUR CLASS: 0
MOVEMENT: Fl 12
HIT DICE: 12
THAC0: 8
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 11d4
SPECIAL ATTACKS: Nil
SPECIAL DEFENCES: 1/2 damage from explosive and armour
piercing attacks, immune to pisonics
SPECIAL WEAKNESSES: Nil
SIZE: L (10' wide)
MORALE: Fearless (20)
XP VALUE: 7,000
Cyberdisks are advanced robots,
built and functioning much like a flying saucer, they
mount a heavy plasma gun as their main weapon. They are
generally built and operated by the Sectoid race.
COMBAT:
Flying around using an antigravity system, cyberdisks act
as scouts and tanks, and are armed with a built in device equal to a
heavy plasma rifle. Their programming is sophisticated
and they are good at sneaking around and ambushing folk,
then flying into safe cover. Their incredibly thick
armour makes them resistant to armour piercing and
explosive attacks (taking only half damage from both, +4 saves).
Being robotic they are immune to psionics.
One
really nasty problem with cyberdisks is that there's a 50% chance they
explode when destroyed! The blast does 10d6 damage.
HABITAT/SOCIETY/ECOLOGY:
Used by the Sectoids for combat, they have no ecology or
society to speak of, but they are intelligent in a non-conscious
way.
These
monsters are generally found only at Terror Sites (see missions) and Alien Bases (see goals
and plots)
CLIMATE/TERRAIN:
Unknown 
FREQUENCY: Rare
ORGANIZATION: Gestalt?
ACTIVITY CYCLE: Any
INTELLIGENCE: Genius (17-18)
TREASURE: varies
ALIGNMENT: Lawful Evil
-------------------------------------------------------------------
NO. APPEARING: 1-3 (according to ship type)
ARMOUR CLASS: 0
MOVEMENT: 12, Fl 12
HIT DICE: 6+3
THAC0: 14
NO. OF ATTACKS: by weapon (3 with plasma gun)
DAMAGE/ATTACK: by weapon type
SPECIAL ATTACKS: Psionics
SPECIAL DEFENCES: Resistant to pisonics (+4 save), fire
and stun damage (+2 saves, -25% damage)
SPECIAL WEAKNESSES: Nil
SIZE: M (7'tall)
MORALE: Fanatic (17)
XP VALUE: 3,000
Ethereals are the leaders of the
alien races, but they are generally only to be found with
others of their own kind, or running an alien base with
other races as their servants. Mutons however seem to be
dependant on them and are occasionally found to be guided
by an ethereal.
COMBAT:
Very powerfully psionically, ethereals are still
physically dangerous despite their atrophied and
seemingly weak bodies. Their strength and flying
abilities seem to be due to their psionic powers.
Typically they are armed with Heavy Plasma Rifles, see Items for details.
All
ethereals can use psionics to attack victims, see Combat for more details on psionics. Each
ethereal therefore can make 18 psionic attacks per day,
either to cause Fear or Dominate their victim. Naturally
they are resistant to psionics getting a +4 to saves.
Fire
and stun damage are less effective against them, they get
a +2 save and -25% damage bonus.
Other
ranks of ethereals exist: medics are armed with small launchers to
capture victims;
Engineers; Leaders have 8+3 HD THAC0 12; Commanders have
10+3 HD THAC0 9 and their victims have a -4 save against the
commander's psionics!
HABITAT/SOCIETY/ECOLOGY:
Rarely seen on Earth these creatures are the leaders of
all the aliens races, coordinating and planning their
strategies. While their bodies are withered and seemingly
useless, their mental powers are incredibly formidable
and these seem to keep them alive. It is possible that
ethereals have a sort of "gestalt" or linked
racial mentality.
Ethereals
use robotic Sectopods as their elite guards and tanks,
and rely on Mutons as their shock troops.

CLIMATE/TERRAIN:
Unknown 
FREQUENCY: Common
ORGANIZATION: Military
ACTIVITY CYCLE: Any
INTELLIGENCE: Average (10)
TREASURE: varies
ALIGNMENT: Lawful Evil
-------------------------------------------------------------------
NO. APPEARING: 3-12 (according to ship type)
ARMOUR CLASS: 6
MOVEMENT: Fl 12
HIT DICE: 3+3
THAC0: 16
NO. OF ATTACKS: by weapon (3 with plasma gun)
DAMAGE/ATTACK: by weapon type
SPECIAL ATTACKS: Nil
SPECIAL DEFENCES: Nil
SPECIAL WEAKNESSES: Nil
SIZE: M (6'tall)
MORALE: Elite (14)
XP VALUE: 420
Floaters seem to be one of the
most common alien types. They are aggressive, natural
hunters. It is obvious they have been genetically and
cybernetically modified. Adapted to live in harsh
environments, Floaters have had their lower limbs removed
and replaced with antigravity units, allowing them to fly.
COMBAT:
Floaters have no special abilities beyond their ability
to fly and use of weapons, they can use any of the exotic
alien weaponry, most often a plasma rifle, see Items for details.
Other
ranks of ethereals exist: medics are armed with small launchers to
capture victims; Navigators; Engineers; Leaders have 5+3 HD THAC0 15; Commanders have
7+3 HD THAC0 12.
HABITAT/SOCIETY/ECOLOGY:
These monsters are one of the primary alien races, and
serve as soldiers and general workers. Oddly their heavy
modifications means that their life support systems (heart,
lungs, digestion) are housed in the sphere at the base of
their bodies.
Reapers
are frequently encountered with Floaters at Terror Sites,
in bases or as guards in their Battleships.
CLIMATE/TERRAIN:
Unknown 
FREQUENCY: Uncommon
ORGANIZATION: Primitive
ACTIVITY CYCLE: Any
INTELLIGENCE: Low (5)
TREASURE: varies
ALIGNMENT: Lawful Neutral (Evil)
-------------------------------------------------------------------
NO. APPEARING: 3-12 (according to ship type)
ARMOUR CLASS: 3
MOVEMENT: 12
HIT DICE: 12 (96 hp)
THAC0: 9
NO. OF ATTACKS: by weapon (3 with plasma gun), or 2 melee
DAMAGE/ATTACK: by weapon type, 1d4+10 in melee
SPECIAL ATTACKS: High strength
SPECIAL DEFENCES: Armour piercing attacks do only 1/2
damage, regenerate 1hp/hour
SPECIAL WEAKNESSES: -4 save versus Psionics
SIZE: M (7'tall)
MORALE: Fanatic (17)
XP VALUE: 5,000
Mutons are a savage, carnivorous
race, how have been heavily modified to make them
unbelievably tough. They are the "shock troops"
of the alien races. Their green skin is actually organic armour.
COMBAT:
Designed purely for combat, Mutons are very good at it!
Physically very strong and robust (Strength 22 and
Constitution 20), they can take and give a tremendous
amount of punishment. They never have less than 8 hp per
die (for a standard Muton that gives 96 hp!), and often
use their strength to shatter through doors and even
walls, they can hurl humans around like rag dolls.
Their
organic skin absorbs blows from armour piercing
projectiles very effectivley, reducing damage by 1/2.
Mutons have acute sense, including infra and low light
vision.
Mutons
main weakness is their stupidity, they have a very low
intellect, and this also makes them vulnerable to psionics, suffering a -4 save penalty.
Their favoured weapon is the Heavy
Plasma Rifle.
Other
ranks of ethereals exist: medics are armed with small launchers to
capture victims; Navigators; Engineers; Leaders have 14 HD THAC0 9; Commanders have 16
HD THAC0 5.
HABITAT/SOCIETY/ECOLOGY:
Apparently the Muton race is heavily dependant on Ethereals, wihout a telepathic link to them
eventually their mental system starts to fail and they
die! When encountered on very large ships such as Terror
Ships, Supply Ships and Battleships, rarely there maybe
an Ethereal in charge of them, in such cases the Ethereal
never uses psionic attacks as it's too busy controlling
the Mutons, but that means the Mutons act intelligently!
Occassionally
Celatids are encountered with Mutons, they seem
to be allies.
CLIMATE/TERRAIN:
Unknown 
FREQUENCY: Very Rare
ORGANIZATION: Pack?
ACTIVITY CYCLE: Any
INTELLIGENCE: Semi (4)
TREASURE: Nil
ALIGNMENT: Neutral
-------------------------------------------------------------------
NO. APPEARING: 1-3 (according to ship type)
ARMOUR CLASS: 3
MOVEMENT: 15
HIT DICE: 15 (120 hp)
THAC0: 5
NO. OF ATTACKS: 4
DAMAGE/ATTACK: 4d4+8
SPECIAL ATTACKS: Nil
SPECIAL DEFENCES: Nil
SPECIAL WEAKNESSES: suffers double damage from fire
attacks.
SIZE: H (9'tall 15' long)
MORALE: Fearless (20)
XP VALUE: 6,000
Reapers are enormous, furry,
carnivorous bipeds. They aren't intelligent and are used
as combat units by the Floaters.
COMBAT:
Reapers massive bodies can sustain a huge amount of
damage, as all of their important survival systems are
duplicated (heart, lungs etc), as well as being
cybernetically enhanced. For this reason they never have
less than full hit points (120 hp).
Utterly
fearless and ferocious, they only attack with their
fanged jaws or powerful legs. Like organic bulldozers
they can smash through walls (their armoured heads help
in this).
They do
have one weakness though: their fur is very oily and
flammable, hence fire attacks do double damage.
HABITAT/SOCIETY/ECOLOGY:
Obviously a simple but tough carnivore from some unknown
world, they are now the servants of the Floater race.
These
monsters are generally found only at Terror Sites (see missions) and Alien Bases (see goals
and plots)
CLIMATE/TERRAIN:
Unknown 
FREQUENCY: Common
ORGANIZATION: Hive?
ACTIVITY CYCLE: Any (night)
INTELLIGENCE: Low to Exceptional (5-16)
TREASURE: varies
ALIGNMENT: Lawful Neutral (Evil)
-------------------------------------------------------------------
NO. APPEARING: 3-12 (according to ship type)
ARMOUR CLASS: 8
MOVEMENT: 12
HIT DICE: 3
THAC0: 18
NO. OF ATTACKS: by weapon (3 with plasma gun)
DAMAGE/ATTACK: by weapon type
SPECIAL ATTACKS: Possible psionics
SPECIAL DEFENCES: Nil
SPECIAL WEAKNESSES: Nil
SIZE: S (4-5'tall)
MORALE: Fanatic (17)
XP VALUE: 175
Sectoids seem to be a sort of
"cloned race", and are the species most
associated with alien abductions and cattle mutilations.
COMBAT:
The typical sectoid has little in the way of natural
combat skills. They tend to be armed with plasma pistols
or plasma rifles and alien
grenades. One danger with this
race is that they have little sense of "self",
ergo they can be suicidal! A favourite tactic is for a
sectoid to prime a grenade and rush into attack the enemy
at close quarters, when it's killed it drops the grenade
and BOOM!
Sectoids
have low light vison and can function equally well in day
or night time conditions
Other
ranks of sectoids exist with increasing intelligence:
medics are armed with small launchers; Navigators; Engineers; Leaders have
5 HD THAC0 16 psionics usable 12 times per day XP 650;
Commanders have 8 HD THAC0 13 Psionics usable 16 times
per day XP 1,400.
HABITAT/SOCIETY/ECOLOGY:
Sectoids are form of cloned race, and they are heavily
involved with alien abduction and cattle mutilations.
This is linked with alien/human hybrid breeding,
infiltration and feeding. The sectoid race has lost the
ability to reproduce or ingest food naturally.
Occassionally
Cyberdisks are encountered with Sectoids,
Cyberdisks are their robotic attack servants.
CLIMATE/TERRAIN:
Unknown 
FREQUENCY: Very rare
ORGANIZATION: Cybernetic
ACTIVITY CYCLE: Any
INTELLIGENCE: Average (10)
TREASURE: Nil
ALIGNMENT: Neutral
-------------------------------------------------------------------
NO. APPEARING: 1-3 (according to ship type)
ARMOUR CLASS: -10
MOVEMENT: 12
HIT DICE: 12 (96 hp)
THAC0: 9
NO. OF ATTACKS: 3 with laser
DAMAGE/ATTACK: 10d4 laser
SPECIAL ATTACKS: Nil
SPECIAL DEFENCES: -25% damage +2 saves vs plasma and high
explosive
SPECIAL WEAKNESSES: +50% damage +4 to be hit with lasers
SIZE: H (9'tall 15' long)
MORALE: Fearless (20)
XP VALUE: 8,000
Sectopods are massive robots used
and controlled by the Ethereal race. Fortunately they are
rarely met for they are formidable foes.
COMBAT:
Armed with a heavy laser weapon, and armoured in thick
plates, with internal compartmentalization, these devices
are very hard to knock out. They are resistant to
explosive and plasma weapons, taking -25 % less damage (+2
saves where appropriate).
They do
have a major weakness though: laser weapons are very
effective against them, especially as lasers damage their
sensory systems, thus they take an extra 50% damage (-4
saves where appropriate).
One
other vulnerability can be exploited: their under armour
isn't as thick so setting off an explosive literally
below their feet can be an effective tactic (full damage
applies in that case). Also since they don't have arms,
if they are toppled over they can't right themselves.
HABITAT/SOCIETY/ECOLOGY:
As servants of the Ethereals, Sectopods will only be found with
their masters
These
monsters are generally found only at Terror Sites (see missions) and Alien Bases (see goals
and plots)
CLIMATE/TERRAIN:
Unknown 
FREQUENCY: Very rare
ORGANIZATION: Unknown
ACTIVITY CYCLE: Any
INTELLIGENCE: Animal (1)
TREASURE: Nil
ALIGNMENT: Neutral
-------------------------------------------------------------------
NO. APPEARING: 1-3 (according to ship type)
ARMOUR CLASS: -4
MOVEMENT: 9
HIT DICE: 11
THAC0: 9
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 7d4 heat
SPECIAL ATTACKS:Possible fire hazard
SPECIAL DEFENCES: Immune to fire
SPECIAL WEAKNESSES: +25% damage +2 saves verus high
explosive
SIZE: S (4'tall)
MORALE: Elite (14)
XP VALUE: 5,000
Silacoids are small, rock -like creatures. They give off tremendous amounts of heat and
use this as a weapon.
COMBAT:
Silacoids attack by touching their victims, and burning
them. Since they are essentially thermic creatures, fire
attacks have no effects on them. A danger with these
creatures is that they can start large fires as they move.
Also when they are killed they release their molten cores,
the heat from which burns everything in a 15' radius for
7d4 hp.
Explosives
inflict 25% extra damage (-2 saves) as it shatters their
stony bodies.
HABITAT/SOCIETY/ECOLOGY:
These creatures actually eat and subsist on rocks. very primitive mentally, they are controlled by
cybernetic
or telepathic means. They are servants of the Muton race.
These
monsters are generally found only at Terror Sites (see missions) and Alien Bases (see goals
and plots)
CLIMATE/TERRAIN:
Unknown 
FREQUENCY: Common
ORGANIZATION: Unknown
ACTIVITY CYCLE: Any
INTELLIGENCE: Low (5-7)
TREASURE: varies
ALIGNMENT: Neutral
-------------------------------------------------------------------
NO. APPEARING: 3-12 (according to ship type)
ARMOUR CLASS: 5
MOVEMENT: 9
HIT DICE: 4+3
THAC0: 17
NO. OF ATTACKS: by weapon (3 with plasma gun), 3 melee
DAMAGE/ATTACK: by weapon type, 1d4+4/1d4+4/1d6+4 melee
SPECIAL ATTACKS: Nil
SPECIAL DEFENCES: -25% damage from fire attacks (+2 saves)
SPECIAL WEAKNESSES: Nil
SIZE: L (5' tall 11' long)
MORALE: Fanatic (17)
XP VALUE: 975
Snakemen are a reptilian race,
they can often be heard moving before they are seen due
to their need to "slither" for movement.
COMBAT:
Physically Snakemen are quite tough and robust, having 18/79
Strength typically. They can calw and bite in melee if
they have to. Their favoured weapons are plasma
rifles
and heavy plasma rifles, and of course the ubiquitous
alien grenade.
Coming from a harsh
world, Snakemen are resistant to fire, taking -25% damage and getting a
+2 saving throw bonus.
Other
ranks of Snakemen exist with increasing intelligence (up to Int 14):
medics are armed with small launchers; Navigators; Engineers; Leaders have 6+3 HD THAC0
15 XP 1,400;
Commanders have 8+3 HD THAC0 13 XP 2,000.
HABITAT/SOCIETY/ECOLOGY:
The Snakemens' vital organs are actually in their muscular
"foot", it also acts as a hydraulic system as that is their
primary method of muscular power!
Occasionally Snakemen are encountered with
Chryssalids, the two species seem to
get on well, peculiarly.
CLIMATE/TERRAIN:
Unknown 
FREQUENCY: Very rare
ORGANIZATION: Unknown
ACTIVITY CYCLE: Any
INTELLIGENCE: Animal (1)
TREASURE: Nil
ALIGNMENT: Neutral
-------------------------------------------------------------------
NO. APPEARING: varies
ARMOUR CLASS: 10
MOVEMENT: 9
HIT DICE: 8
THAC0: 14
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1d4+6
SPECIAL ATTACKS: Chryssalid impregnation, Chryssalid birth, strength
SPECIAL DEFENCES: Immune to stun attacks, 1/2 damage vs armour piercing,
-25% from explosive, laser
and plasma, +4 save vs. psionics
SPECIAL WEAKNESSES: Nil
SIZE: M (6'tall)
MORALE: Fearless 20)
XP VALUE: 2,000
Zombies are the result of a Chryssalid atatcking
a human, the victim is impreganated with a Chryssalid embryo and wanders
around trying impregnate more folk with the Chryssalid spawn before the
Chryssalid inside bursts free!
COMBAT: Zombies attack
by clawing their victims, since they are slo slow, albiet strong (Str
18/00), they have a poor THAC0. Victims struck are impregnated by a
chryssalid and themselves turn into zombies!
When
killed, or after half an hour since impregnation, the zombie bursts
open, releasing a new chryssalid.
Thanks to
their peculiar physiology, zombies are immune to stun attacks, and take
1/2 damage from armour piercing weapons, -25% from explosive and laser
attacks and their damaged brains give them a +4 save versus psionics.
HABITAT/SOCIETY/ECOLOGY:
These poor, disgusting wretches were once fellow humans, now the best
that can be done is to destroy them before they spread the chryssalids'
foul spawn.
These
monsters are generally found only at Terror Sites (see missions) and Alien Bases (see goals
and plots)
|