Xenomorph, Lurker

Chris Van Deelen

Number Encountered: 1 to thousands
Movement: 150’ (50’)
AC: 4
HD: 12
Attacks: 3 (bite, 2 claws), or 1 inner jaw, or 1 tail
Damage: 2d6 / 3d8 / 3d8 or 2d12 or 3d6 and special
Save: L12
Morale: 11

If the Xenomorphs are one thing, they are varied. Upon returning to the ruins of LV-426 the Weyland-Yutani Corporation set up a research facility to explore and harvest not only the Xenomorphs but the massive cargo of eggs contained in the Engineer’s hold. This is the same ship encountered by the crew of the Nostromo and later by the hapless victims of Hadley’s hope.

Several months previous, the colony’s massive Atmosphere processor suffered a catastrophic failure, resulting in its detonation. The colony of Hadley’s hope survived, albeit far worse for wear. This made no matter to the Weyland-Yutani Corporation, which was determined to discover what secrets the Xenomorphs held, especially those which survived the destruction of the processor.

Two ships were dispatched to LV-426, the Sulaco and the Sephora. The Sulaco had been retrieved and returned to the colony world, manned by both WY mercenaries and a host of Xenomorphs. The marines engaged both enemies and in the end both starships were destroyed. The marines managed to make their way to the surface to continue the battle.

Here numerous variations of the Xenomorph were encountered. Out of all these variants one of the most terrifying were dubbed ‘Lurkers’. These particular Xenomorphs have a striking resemblance to the first one encountered by the hapless crew of the Nostromo. The creatures are physically imposing, being somewhat larger than the other drones that were encountered, having a smooth cranium dome, and a very unsettling skull-like structure that could be seen beneath the semi-transparent dome.

These creatures hunt using stealth and as their name implies, they tend to ‘lurk’ in the shadows, waiting to pounce on anyone who comes near to rend and tear with their powerful claws and bite attack. They are far more likely to kill rather than incapacitate those they encounter. When dealing with these particular Xenomorphs, it is always best to carefully check out any hidden shadows or get ready to jump back when opening doors, as they love to hide behind them and pounce upon the unwary. These creatures surprise on a 1-3 on d6 check and when they surprise they gain a +4 to hit and +1 per dice damage with all their attacks.

If it is able to hit with both claw attacks, it effectively pins a target to the ground. A strength check is required to break this pin, with the creature having an effective strength of 24. While a target is pinned, the creature gains a +6 with the bite attack and all damage is doubled. Pinned targets will be incapable of using any weapons, but are able to use unarmed attacks (such as their legs).

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.