SERENITY STATION
Gg’gvnt Briefing

 
 

Introduction for Players

First, under no circumstances must you reveal the nature of your role to anyone outside your team.   Surprise is probably your only real edge, so don’t blow it.

You have an unusual role in that you are representing a semi-sentient species of super tough predatory creatures who spread themselves through known space by a combination of parasitism and ambush.

That is, a species closely based on the A l i e n s from the eponymous film.

 This will require some very good role playing on your part - especially in the early stages of the game, because, as you will have noticed there has been no mention of the nature of the enemy the Marines will be fighting in any of the game literature. The marine players expect to be fighting implacable robot fighting machines. Instead they will be fighting an entirely new enemy, and will have to work out quickly how to deal with this new threat.

 We have altered some aspects of the inspirational species for this game - so whilst you might find it helpful to think of those rather frightening Giger aliens, remember that this briefing is the real low-down on the sort of creatures you are.

Objectives

Reproduction is your main (and probably only) objective.

Killing creatures, lurking in dark corners, jumping out and surprising children etc. are all just diversions from the main business at hand, growing an ever larger colony, and ensuring that at least some of your progeny get off the base and into something that will take them on to another world or place where you can breed.

Basically, you’re a bunch of dangerous breeders.

In this game, there will be two colonies located on the base, so that you can indulge in some friendly rivalry.

Life Cycle

Which came first, the breeder or the pod?

 This is central to your game - it is important that you understand how this works.

Seed Pods. ("Pods")

These are large fibrous translucent pods, about 40-60 cm high, laid by the Breeder. By the time they are laid, they contain a fully developed Seed Carrier.

 The pod contains an intricate sensory system and powerful hydraulic projection tissue that can launch the Seed Carrier towards a potential host.

Seed pods can survive extreme conditions, including hard vacuum.

Seed Carrier. ("Face-hugger")

A semi-independent vector that attaches itself to an potential host and uses a powerful Prong appendage to enter at a convenient orifice and after a short interval discharge the seed into the host’s internal tissues.

This process generally stuns or anethestises the host. Once the seed has been planted, the Seed Carrier dies and detaches itself.

Generally, the seed will develop without impairing the host for a variable period of time, until it has developed sufficiently to enter the Proto-Adult stage.

Proto-Adult. ("Chest-burster")

The very strong and fast proto-adult stage burrows its way explosively from the hosts body.

 

The host generally dies at this point.

 

The proto-adult is highly motile and is developing fast, it will find some secure and safe place to finish its growth.

Adult. ("Alien")

The adult is large fast and dangerous.

 

Its role in the life cycle is to protect the Breeder, the pods and the Proto-Adults, and find potential hosts for seeds.

 

It doesn’t need to eat much, generally subsisting on the remains of discarded host bodies.

Breeder. ("Alien Queen")

The Breeder is very large and has a gigantic Pod-Sac, and when in breeding condition will produce many pods continuously.

New Breeders develop randomly from seeds.

In order to continue to breed, however, it must have Adults ‘in attendance’ to keep stirring the gene pool, as it were.

 

If a Breeder should appear in a colony which already has a functioning Breeder, then the new breeder will attempt to distance itself and found its own colony, or will be destroyed if it can’t become viable in a short time.

Suitable hosts

The host must be and animal, organic and alive and of another species (although plant-based Gg’gvnt would be an interesting idea).

 A host does not have to be sentient. BUT - other members of the Gg’gvnt species are not suitable as hosts.

Interactions Between Colonies

 Since survival of the species is the primary motivation for the Gg’gvnt, direct violent conflict between colonies is not useful or at all common.

Clearly the most successful colony will be the one that breeds the most and manages to spread itself outwards to other worlds or locations.

Special Rules

The basic rules of Starship Marine Streamline still apply to your creatures, but with a few explanations and special rules.

 1. Movement. The distinction between ‘tactical’ and ‘non tactical’ are irrelevant to you. All movement is deemed ‘tactical’.

A Seed Pod Can’t move on its own
Seed Carrier up to 6" when launched from a Seed Pod, 3" on its own.
Proto-Adult 8"
Adult 12"
Breeder 10"

2. Combat

All stages of the life cycle are defined as Unarmoured, except the Breeder which is Armoured.

Seed pods cannot defend themselves (except to launch a Seed Carrier), and will be automatically destroyed in close combat or if shot.

Seed Carriers can be shot in mid-strike if the target has ‘first shot’ - otherwise the Carrier gets itself attached. Its Prong is strong enough to penetrate marine armour.

Roll 1d10 for effect, score 4+ for a launched strike to connect successfully.

Strike is an automatic hit if the target is unconscious and the pod in contact with the victim.

Proto Adults, once free of the host (and they are strong enough to burst out of marine armour) have no combat ability and will lose close combat.

Adults count as Marines in close combat

Breeders count as Marines +2 in close combat

Because of the highly resistant nature of the species, and its space-going ancestry - all individuals are highly resistant to radiation. This means that all types count as Armoured when attacked by grenades or APGW.

3. Morale

Aliens don’t have morale. And neither do you.

4. Life Cycle Timings

The Breeder can produce 1d6 pods per turn, in ideal conditions.
If disturbed by non-gg’gvnt this process stops.
Adults can pick up and move pods around as required.
Once a Seed Carrier had connected with a potential host, it will normally last about 3 turns before falling off.

Once the Seed has been planted in a host, the host may recover its faclties and be unaware of what happened, and can be moved or casualty evacuated in the normal way with no external evidence of the event.

Roll 1d6 per turn per seed planted, score 6 for it to burst out as a proto-adult.

 Proto-adults take 3 turns to mutate into adults if they get to feed on something organic. Otherwise it takes 10 turns.

Illustrations © Alodie Fielding 1996
Rules and briefing © Jim Wallman 1996

 

 

 
 
 
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© Jim Wallman 1996-2005