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
