This generator does not override the
original Alien Invasion Generator, instead it adds onto it.
The Aliens in this case are part of a
larger, multi-species of aliens. Roll all relevant tables on the
first generator. The aliens generated are the leaders caste of the
coalition, and their weapon or fighting style and alien quirk is
specific to them. The technology, purpose, and other tables apply to
the entire coalition- the lesser castes are augmented by that technology when applicable.
The 'leader' caste is the most
politically central of all the castes and controls and directs all
other actions. Most of the other castes are clearly modified or
eugenically guided to better fulfill their purpose and enhance
obedience. Roll once per table to see the castes of coalition.
[1]
Sausages. Filled with green-gray goop and have technological limbs to
move.
[2]
Large eyeball, few tentacles as limbs. Bright orange or blue skin,
eye has a huge black pupil.
[3]
Crawling, sandy-colored seaweed-like creature. Photosynthetic, takes
soil samples by taste.
[4]
Dolls. Look like small doll-like beings, have fake clothes for
artificial bodies, etc.
[5]
Dragonfly-like insect people with three sets of wings. The last set
is artificial. Can hover.
[6]
Crocodile-like creature. Has robotic arm that drags a tablet computer
to its little hands to take notes and interact with any tools they
pick up. Usually floats in the water, deceptively intelligent.
[7]
Floating sphere-shaped probes with 'finger' antennae. Small glass
port on the back reveals a tiny patch of freely growing nerve cells,
which control the probe and give it “personality”.
[8]
Black Orbs of a latex-like material. Float, cling to whatever they
touch, scrap samples from the surface of objects. Somehow
intelligent, but require communal spinning wheel machines to input
data and are fragile enough to be killed by basic weapons.
Soldier Caste
-1d8
[1] Bipedal
creatures with blue skin and cube-shaped heads. No eyes, mouth, or
nose.
[2]
Fleshy stumps with a few short legs. Spikes grow out as armor.
Weapons built into body.
[3]
Tank-Men. Creature born inside tank, never let out, has four powerful
arms man the guns.
[4]
Centaur beings with four black stilt-legs and gray vaguely humanoid
upper body. Snipers.
[5]
Tall, lanky gray-skinned aliens with snouts that wear collars. Still
seem to possess “honor”.
[6]
Cat people. Kind of cute, but as murderous as if cat were actually
people sized and had people level of intelligence. Plays with their
prey.
[7]
Genetically modified members of the leader caste. Increased size,
strength, and metal plates screwed into place over face. Lacks most
upper levels of thought or free will.
[8]
Robotic soldiers. Heavy arms and armors, animated via means of the
aliens main form of technology. Have a open spot underneath their
armor for easy maintenance, means they're very weak to ground based
explosives and attacks from underneaht. This is fixed after the
second time it is successful exploited by the earthlings, with armor
put into place to cover this weak spot.
Hazardous Environment & Worker
Caste - 1d8
[1]
Machine with catapult like main body, one major arm for heavy lifting
and work. Levitates.
[2]
Ultra thin white stick creature, head is just a stick with a few
light detecting spots. Creepy walk.
[3]
Pyrosome membrane worms. Crawl like snakes, can eat anything. Use
light to communicate.
[4]
Heavy bloated stone-skinned creature. Silicone based life form. Has
lumpy stone 'hands'.
[5]
Neanderthal looking humanoid with purple hair and pale skin. Seems
resistant or immune to radiation. 50% chance it shares a common
ancestor or it is
the common ancestor to man.
[6]
Beetles with green nubs on the side. Can hook into special harnesses
to use guns or get prosthetic arms to pick things up with, etc.
Similar to a cockroach.
[7]
Dog-sized furry weasels with bulbous sacks on their back. Can inflate
them to float on water or move across light surfaces. Can also stand
bipedal and draw weapons from holsters in their sides.
[8]
Gnarled plantoids. Look like dead shrubs, roots hook into mechanical
walker to move.
Terror
Units
- 1d20
Every caste has a terror unit, which are only found during terror
missions or within alien bases dominated by that caste. Crashed UFOs
and away missions do not have terror units. 1 in 4 chance any given
caste has 2 terror units instead. Leader caste may have their own
terror units or use other castes as their backup.
[1]
Roll a new Science & Exploration Caste alien. It uses brain
scrambling devices/psychics.
[2]
Roll a new Science & Exploration Caste alien. Sets up alien
equipment on missions that give aliens better battlefield control and
zap nearby people who get too close.
[3]
Roll a new Soldier Caste alien. Equipped with heavy explosive
munitions & suicide bombs.
[4]
Roll a new Soldier Caste alien. Have very heavy personal armor or
energy shielding.
[5]
Roll a new HE & Worker Caste alien. It has an aura of toxic fumes
or radiation. Immune to itself.
[6]
Roll a new HE & Worker Caste alien. Fights in close range with
highly effective natural weapons.
[7]
Amorphous blob men. Can squeeze through gaps, dissolve people with
sludge, split apart, etc.
[8]
Bat creature with ape-like upper arms it walks on. Unusual face lets
it channel its own sound waves when it ecolocates; scream temporarily
disables human technology like radios, generators, etc.
[9]
Trilobots. Little mechanical bugs, crawl into vents and hide under
cars to get close. Stinging people releases a toxin that paralyses
them for a few hours, useful to capture and terrorize humans.
[10]
Death Ball. 3 ft Diameter orb, brightly colored plastic. The orb
fires the alien leader caste's signature weapon in all directions
with great speed and accuracy, firing on the go, and it is almost
impervious to damage. Aliens only ever bring one at a time because
it's enough.
[11]
Shield Barer. Alien creature with compound eyes and a turtle-like
head, body is replaced with artificial shell. Can project an energy
barrier up to 20ft up and across or to fill a space, blocks all
physical and energy based projectiles. Come along with soldiers as
defense.
[12]
Spewworm. Horrible little creature that swallows anything organic,
before spitting it back up in a disgusting spew that smells terrible
and creates clouds of stink. Vomit also contains baby spewworms, as
they reproduce this way. Any area hit is uninhabitable by humans
shortly after, only aliens have special frequency weapons that kill
spewworms to reclaim the area.
[13]
Heavyset,
gray and brown skinned aliens with walrus like faces. They have huge
cannons attached to their arm and fire out bolts of green energy that
explode things on contact, causing huge destruction and damage. Not
given armor or much direction, hitting the generator on their back
will blow them up.
[14]
Biological spider-like upper body with a floating set of jets for the
bottom. This being is equipped with several scanners and enhanced
eyes with glowing red laser cores- they can see through walls and
hear tiny sounds like heartbeats. Help aliens locate hiding humans,
but aren't armed themselves.
[15]
Skink-like small lizard men. Have special body suits that help them
go camouflaged in any environment, partial invisibility. Armed with
knives or small pistols for close up assassinations.
[16]
Whatever Caste rolled for this terror unit; a regular member wearing
a full biohazard suit with other containment equipment and
respirator. Uses a plasma-throwing flame jet gun that melts and
vaporizes everything it is shot on. Short maximum range.
[17]
Roll a new Leader Caste alien with their new signature weapon. They
are very effective, but seem to be mercenaries or of an intermediate
“caste” above the slaves and soldiers.
[18]
Decoy Drones. Appear as something cute and harmless, like a baby in a
stroller or a box full of puppies to a 'free home'. The moment it is
approached closely it transforms into a robot with metal blades and
slices people up close. Only has one decoy form so once discovered
and circumvented aliens stop using it altogether.
[19]
Dome-like construction. Waxy glass dome is opaque, and absorbs 90% of
all damage dealt to it via energy weapons. The underneath is flat and
has a bunch of shiny holes. Floats 8-10 feet off the ground. Attacks
by hovering over victims and blasting them with the alien leader
caste's signature weapon.
[20]
Human 'zombies' changed via some kind of attached cybernetic,
brain parasite, or implanted alien organ. Fight as rage zombies, basically just shock troops. 1
in 20 chance of removing the parasite/implant successfully without
killing the human, who can be brought back to normalcy with some
interesting knowledge about the aliens they learned while under
control.
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