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Facehugger STR: 1D6+1 (4-5) CON: 3D6 (10-11) SIZ: 1D2+1 (2-3) INT: 3 (3) POW: 2D6 (7)

DEX: 2D6+12 (19) CHA: 1D6 (3-4) Move: 12 Hit Points: 7 Damage Bonus: -1D6 Armour: 0 Attacks: Grapple 90%, special Skills: Climb 75%, Dodge 70%, Jump 90%, Stealth 50%, Facehug: In combat, a facehugger will attempt to grapple its targets head. It must make a successful Grapple roll to establish a hold on its foe. It can target the head at no penalty. Grapple attacks can be parried using the Grapple skill; if the defender parries with a weapon or shield, the facehugger will not normally attempt to grab the weapon or shield arm. Once a hold is established, the next round the face hugger will begin to strangle the target, who must make a CON x 1% roll each round or suffer 1D6 hit points of damage to his or her general hit points. Unless harassed by others, the facehugger will not attempt to kill its target, and will stop strangling once its victim reaches unconsciousness at 1 or 2 hp; and will pull its blows, using a smaller damage dice (d4, d3 or d2), once its victim is at about 6hp or below. The defender may attempt to break the hold by matching his or her STR against the facehuggers STR (which counts as 20 for this purpose) on the resistance table. Others may also attempt this, or they may assist the facehuggers victim, giving them a bonus of 10% per helper on their roll. If attacked while attached, bludgeoning weapons do no damage to the hugger, but all damage from the impact is transferred to the host.

If a surgical ward and a doctor are present and prepared, the facehugger can be safely removed, without acid blood spilt, on a successful Medicine skill roll. Failure kills the patient. Acidic Blood: This biological acid is intensely powerful and will spray from any open wound the facehugger takes, actively corrosive for 1D6+2 combat rounds. Any target being grappled by the face hugger is spattered. That character takes 1D3 points from the acid. Armour will not protect against this acid. Once a character is being burnt by the acid, it will continue until it is neutralized by some force, or the acid eventually stops being corrosive at the end of the 1D6+2 duration. Wall Walking: Aliens can walk on walls and ceilings, whether on all fours or standing upright. They can stand still on vertical or upside-down surfaces as if on the ground. Immunities: Aliens are effectively immune to damage from acid, cold, radiation, vacuum, and inhaled gasses. They take half damage from electricity. Leap: A facehugger can jump up to 7 meters horizontally, or 3 meters vertically. A facehugger has eight long finger-like legs which allow it to crawl rapidly, and a long tail adapted for making great leaps. These particular appendages give it an appearance somewhat comparable to chelicerate arthropods such as arachnids and horseshoe crabs. Facehuggers emerge from alien eggs. As a potential host approaches, the egg's lobes unfold like flower petals, and the facehugger extracts itself from the egg and attempts to attach itself to the potential host. The facehugger is a parasitoid; its only purpose is to make contact with the host's mouth for the implantation process, by gripping its legs around the victim's head and wrapping its tail around the host's neck. Upon making contact, the facehugger tightens its tail around the host's neck in order to render him or her unconscious through oxygen deprivation. The facehugger then inserts a proboscis down the host's throat, supplying them with oxygen whilst simultaneously implanting an embryo. Attempts to remove facehuggers generally prove fatal, as the parasitoid will respond by tightening its grip on the hosts throat, and the facehugger's acidic blood prevents it from being safely cut away. Once the Alien embryo is safely implanted, the facehugger detaches and, shortly afterwards, dies.

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