Xenomorph, Boiler

Chris Van Deelen

Number Encountered: 1 to thousands
Movement: 75’ (25’)
AC: 5
HD: 8
Attacks: 3 (bite, 2 claws), or 1 inner jaw, or 1 tail
Damage: 1d4 / 2d6 / 2d6 or 1d6 or 2d6
Save: L8
Morale: 11


Another strange aberration that was recently encountered on LV-426 were what the marines and W-Y mercenaries dubbed ‘Boilers’. These particular versions of the Xenomorph acted much in the same way as the others that they had encountered, but had a strange silver sheen to their exoskeleton, and when they encountered a group of marines or mercenaries, would quite literally explode, typically taking those hapless individuals with them.

If one takes the time to inspect the creature, they will discover that the Xenomorph is covered with boils that appear to be filled with the creature’s acidic blood. They are also quite a bit slower than their brethren, and walk with a strange, seemingly painful gait.

Unlike their un-mutated brethren, these creatures are fully blind and only react to sound. It was discovered by a particular marine named Winters in the ruins of the Hadley hope colony on LV-426 that if someone moves very slowly and makes little to no sound, that person can move within inches of one of these strange creatures and not be noticed.

It is not known how, but other Xenomorphs, particularly the Queen and Praetorean Xenomorphs are able to control these mutated creatures and often place them in the hives in strategic locations in order to act as living mines, set to detonate whenever groups of intruders (or even single intruders) are located.

W-Y scientists have speculated that these are the elderly versions of the Xenomorphs, but evidence suggests otherwise, since rumor has it that there have been specimens discovered in a state of hibernation that are easily thousands of years old. Others speculate that they are suffering from a natural mutation that renders their exoskeleton far thinner than the others of their kind, and as such they are nowhere near as effective in combat or of that much value to the queen.

When they do engage in combat if they suffer more than 10 points of damage from a single attack, they will explode. This will not harm other Xenomorphs around them, but can be devastating on humans, synthetics, equipment and architecture.

They can still attack in combat, and will do so, unless they hear more than two or three targets. They will use their claws, bite and tail attack. If there are three or more targets in range, they will suicide and explode. The explosive radius is 20 feet and anyone in the explosive radius must make a saving throw versus death or suffer the effects of the acid. If they succeed, then they were able to avoid the acid. Anyone that fails their saving throw will take 6d6 points of damage per round. The damage is reduced by 1d6 per round, until the acid neutralizes on its own.

All items must save versus acid each round or suffer 1d3 condition levels of damage.

Chris Van Deelen is the author of the Skirmisher Publishing LLC sourcebook Creatures of the Tropical Wastes sourcebook, co-author of its Wisdom from the Wastelands game supplement and contributor to the 'Sword of Kos: Hekaton' Anthology.