The Yautjaa fictional extraterrestrial species featured in the Predator science-fiction franchise, characterised by their trophy hunting of other dangerous species for sport, including humans. For more information, please see Predators.
Ability Modifiers: +4 Strength, +2 Constitution, -1 Dexterity, -2 Wisdom, -3 Charisma. Yautja have tremendous strength and hardiness, but aren't known for their personalities.
Medium Size: As medium-sized creatures, Yautja have no bonuses or penalties due to their size.
Speed: Yautja base speed is 6 squares.
Expert Hunters: Yautja are exceptional hunters and may take 10 with Survival rolls to track opponents down even when distracted or threatened.
Resilient: A Yautja regains hit points at double the normal rate (see Natural Healing, page SWSE148).
Skills: Yautja are expert brachiators, granting a +5 to Climb and Acrobatics rolls when using trees as a form of movement.
Automatic Language: Yautja
Yautja Weaponry & Armor
Below are a sample of the weapons and equipment the Yautja use.
Cost 5,000 Armor Bonus to Ref Def - Armor Bonus to Fort Def +2 Max Dex Bonus +5
Weight 3kg Availability Restricted
This light helmet offers little protection for the Yautja, but rather offers him a bevy of sensor suites to hunt his prey. The main sensors allow the wearer to use regular vision, thermal, electric, and a friend/foe setting that allows for the identification of weaponry. The helmet also offers a computerized targeting array that grants its user a +2 attack with ranged weaponry.
Cost 10,000 Weight 2 kg
Typically reserved for hunts against quarry which shoot back, the cloaking device provides the Predator with active camouflage, bending light around the wearer and projecting a semi-transparent image in front of the Predator, rendering it partially invisible. In game terms, while active, the cloaking device allows the Yautja to Take 10 with Stealth rolls even if distracted or threatened.
Combi Stick Size L Cost 5,000 Damage 2d8* Stun Damage - Weight 6kg Type B/S Availability R
Wrist Blades Size M Cost 3,000 Damage 2d6 Stun Damage - Weight 2kg Type S/P Availability R
*Combi Stick damage ignores DR
Plasma Caster Size S Cost 3,000 Damage 3d10 Stun Damage - Weight 5kg Type E Availability R
Shuriken Size S Cost 2,000 Damage 3d6 Stun Damage - Weight 3kg Type S/P Availability R
Smart Disk Size S Cost 2,000 Damage 3d6 Stun Damage - Weight 2kg Type S/P Availability R
All weapons are treated against the Xenomorphs' acidic blood.
Medium Adult Male Yautja Scout 4
Init +2; Senses Perception +4, various visions (see Optics Helmet above)
Defenses Ref 18 (flat-footed 13), Fort 17, Will 16
hp 48; Threshold 17
Speed 6 squares
Melee Unarmed +7 (1d6+6) or
Melee Wrist Blades +7 (2d6+6) or
Ranged Plasma Caster +5 (3d10+2)
Base Atk +3; Grp +7
Abilities Str 18, Dex 14, Con 15, Int 12, Wis 14, Cha 11
Talents: Acute Senses, Expert Tracker
Feats Exotic Weapon Proficiency (Plasma Caster, Wrist Blades), Point Blank Shot, Precise Shot, Shake It Off, Weapon Proficiency (Pistols), Weapon Proficiency (Rifle), Weapon Proficiency (Simple)
Skills Climb +6, Endurance +4, Perception +4, Stealth +4, Survival +4
Possessions Comm Device, Cloaking Device, Optics Helmet, Plasma Caster, Wrist Blades
The alien, also called the xenomorph, is a fictional parasitoid extraterrestrial species that is the antagonist of the Alien film series. For more information, please see Alien. Because of their adaptive nature, the stats below represent a standard warrior.
Large Beast 8
Init +6; Senses Perception +6
Defenses Ref 14 Fort 15 Will 12
hp 75; Threshold 20
Immune mild, moderate and severe radiation, vacuum
Speed 8 squares
Melee 2 Claws +6 (1d6+8) and
tail +6 (1d8+8) and
bite +6 (1d8+8)
Fighting Space 1 square; Reach 1 square
Base Atk+6 ; Grp +10
Abilities Str 18 Dex 18 Con 20 Int 2 Wis 14 Cha 12
Feats Power Attack, Skill Training (Initiative, Stealth)
Skills Initiative +8, Perception +6, Stealth +3
Acidic Blood - If exposed to the blood of a Xenomorph, a target receives 1d6 damage every round until treated. This damage is considered Persistent on the Condition Track. A successful Treat Injury check (DC 20) is required to halt the damage. In some cases, Xenomorphs have used this to their advantage, splashing targets with their own blood. In such cases, it should be treated as an attack with +6 to hit and having a range of 1 square. In many cases, large quantities of the blood has been used to melt metal in floors and doors.
Ambush - A Xenomorph deals +2d6 points of damage with its natural weapons against a flat-footed opponent.
Blind - The spittle from a Xenomorph is also mildly acidic, often causing blindness in those struck in the eyes by it. To perform this, the Xenomorph must be within 1 square of their target and make an attack where the target receives a +10 bonus to their Reflex Defense. If successful, the target moves 3 steps down the Condition Track.