Aliens Colonial Marines to DnD 4E

Marine

LV=6d6

Medium Natural Humanoid (Human)

HP=100+ (LV×2)

AC=2d12 +15

Fortitude=3d10 +10

Reflex=3d8 +15

Will=5d6 +10

Initiative=1d10 +5

Perception=2d10 +4

Speed=1d4 +2

Stats=Ac+Fort+Ref+Will

Attack hits: Auto 1d6 hits, Burst 1d3 hits, Semi Auto 1 hit

Range, VS, and Damage

Rifles range 20 damage 1d8 + (fire power squares × 1.5)

Shotguns range close burst 3 damage 1d10 + (fire power squares × 1.5)

SMG range 10 damage 1d3 + fire power squares

Hand Guns range 10 damage 1d6 + (fire power squares × 2)

Unarmed deals 1d4 + (LV÷2) damage and is a minor action

VS= (3×Accuracy Squares) +10

Explosives deal 1d20 +15 damage (Fire damage for thermite) +20 VS Reflex 3/Encounter

Reload speed and ammo

If the in-game weapon's reload speed is under 2 seconds it is a minor action, if it is over 2 seconds it is a standard action.

Ammunition carried for Rifles/SMGs are 60 rounds

Shotguns are 24 shells

Handguns are 5 reloads

Body Armor types

Basic: no bonuses or losses

Reinforced: +2 AC, +1 Fortitude, -3 Reflex

Lightweight: -2 AC, -1 Fortitude, +3 Reflex

Acid Resistant: -2 AC, -1 Fortitude, -3 Reflex, +Resist 5 Elemental Damage

Training class

Recon +5 VS

Boxer +5 Melee Damage

Spectre +5 Handgun Damage

Endurance +2 Speed

Marksman +5 Rifle Range

Gunslinger +5 Shotgun Damage

Xenomorph

LV=3d10+6

Large Aberrant Humanoid (Amphibious)

HP=100 +(LV×3)

AC=3d10+10

Fortitude=2d12+15

Reflex=5d6+10

Will=3d8+15

Initiative=2d10+4

Perception=1d20+5

Speed=1d8+4

Stats=AC+Fort+Ref+Will

Attacks

Most Melee attacks are reach 2, tail attacks are reach 3, all other attacks are reach 1.

Ranged attacks are Ranged 15.

Pounce moves allow the xenomorph to move squares =to movement speed -2

Damage

Melee deals damage =(3×damage squares) + (1d10)

Range deals damage = (2×speed squares) +10) +1d6

VS = (2×Speed Squares) +10

Fatalities deal 3d10+15 damage and have a +25 VS Fortitude

Carapaces

Standard +0AC +0 Fortitude +0 Reflex +0 Speed

Heavy Chitin +3 AC +3 Fortitude -3 Reflex -2 Speed

Hollow Chitin -3 AC -3 Fortitude +3 Reflex +2 Speed

Molecular Restoration -2 AC -2 Fortitude -2 Reflex -1 Speed +10 Regeneration that ends when damage from Cold or Fire damage is taken

Traits: each alien type has a group of traits. One trait can be selected and added to a xenomorph.

Lurker

Acrobatics: Can move +3 squares before or after using a pounce based attack

Hyper Metabolism: +2 Speed

Heightened Senses: +5 Perception

Cloak: +10 stealth in dark and lowlight areas

Spitter

Quick Climbing: +2 Speed Climb (Spider Climb)

Heightened Senses: +5 Perception

Rupture: When the Spitter is reduced to 0 HP all in 3 squares of the Spitter take 3d10 +15 Acid Damage

Smokescreen: When the Spitter is reduced to 0 HP a thick smog covers all squares in 5 squares of the Spitter's former square. This smog lasts for 1d6 +5 turns. All squares are heavily concealed. Any creature that enters an affected square, moves in an affected square, or takes in an affected square takes 5 Acid damage.

Soldier

Quick Climbing: +2 Speed Climb (Spider Climb)

Heightened Senses: +5 Perception

Rage: When the Soldier is reduced to 0 HP it can move and make a Standard At Will Action.

Blood Lust: When the Soldier reduces a target to 0 HP it regains HP equal to 2 ×the target's LV (not over max). Recharge 1 number

The Hoarder (Marine) LV 17

Medium Natural Humanoid (Human)

HP 134 Bloodied 67 AC 28

Fortitude 26 Reflex 34 Will 30

Initiative +23 Perception +17

Speed 4

Standard Actions

Hudson's Pulse Rifle 31/Encounter

Attack: Ranged 25 (One Creature) +25 VS AC

Hit: 1d8 +8 damage (Hits 1d3 times)

Underslung Grenade Launcher 2/Encounter

Attack: Area Burst 2 in 10 (All in Burst) +20 VS Reflex

Hit: 1d20 +15 Damage

Hicks' Shotgun 6/Encounter

Attack: Close Burst 3 (All in Burst) +16 VS Reflex

Hit: 1d10 +14 Damage (Deals half damage on a miss)

Vasquez's Pistol 12/Encounter

Attack: Ranged 10 (One Creature) +25 VS AC

Hit: 1d6 +6 Damage

Reload Shotgun 4/Encounter

Effect: Hicks' Shotgun regains 6/Encounter uses (not over max)

Minor Actions

Reload Pulse Rifle 1/Encounter

Effect: Hudson's Pulse Rifle regains 20/Encounter uses (not over max)

Reload Pistol 5/Encounter

Effect: Vasquez's Pistol regains 12/Encounter uses (not over max)

Str 23. Dex 25. Int 17

Con 24. Wis 15. Cha 14

Equipment: Hicks' Shotgun, Vasquez's Pistol, Hudson's Pulse Rifle, Basic Body Armor, Marksman's Training, 60 Round Pulse Rifle Clip, 24 Shotgun Shells, 5 Pistol Clips

Skulk (Xenomorph Lurker) LV 19

Large Aberrant Humanoid

HP 157 Bloodied 79 AC 21

Fortitude 27 Reflex 31 Will 36

Initiative +23 Perception +14

Speed 5 Climb 4 (Spider Climb)

Traits

Molecular Regeneration Carapace

At the start and end of each of Skulk's turn he regains 5 HP (Not over max). This effect ends when it takes fire or cold damage

Standard Actions

Heavy Strike At Will

Attack: Melee 2 (One Creature) +22 VS AC

Hit: 2d10 +11 Damage

Enraged Pounce Recharge 3, 4, 5

Attack: Melee (One Creature) +30 VS Reflex

Hit: 2d12 +16 Damage and the target is knocked prone

Effect: Before or after this attack Skulk can move 7 squares. This movement doesn't trigger opportunity attacks.

Breathless Recharge 6

Attack: Melee (One Creature) +25 VS Fortitude

Hit 3d10 +15 Damage

Effect: if used on a prone target this attack gains +10 to attack rolls

Triggered Actions

Dodge Recharge 1, 2

Trigger: Skulk would be hit by a melee attack

Effect: Roll a D20 on an even number the attack misses. On an odd number Skulk takes half damage and shifts 2 squares

Str 21. Dex 22 Wis 16

Con 20. Int 17 Cha 9