Notes |
Acid Blood: Whenever the xenomorph is injured, its acidic blood sprays out over an attacker within hand-to-hand range. It inflicts 1d3 damage for 1d3 rounds to a random Hit Location. The acid will eat through armour first before affecting flesh below. The xenomorph is immune to this and all kinds of acids.
Acid Spit: As a Combat Action, the xenomorph can spit acid at a distance equal its CON in meters (Usually 13/45´). This attack requires the use of combat style as usual, can be parried (Size S) or evaded, and cause the same damage as a splash of acid blood.
Frenzy: When wounded the xenomorph must succeed in a Willpower roll or enter a frenzy. This lasts a number of rounds equal to the creature’s CON. During the frenzy they must only spend Combat Actions on attacking or moving towards combat. Parrying, evading and anything else is forbidden; all thoughts of self preservation washed away in a red haze. During this time it is immune to all the detrimental effects of Serious Wounds, although a Major Wound will still incapacitate.
Life Sense: In tune with the rhythms of nature, this creature can determine the vitality of any living creature by touch alone. If the creature makes a successful Perception roll, it learns of the target’s current injuries, Fatigue level, and whether it is currently afflicted by any poison or disease. The creature is also aware of any form of life within a number of metres equal to its Willpower skill, which may make Stealth difficult to accomplish. |