RANGERS
Alien Contact
Throughout mankind's exploration of the galaxy, the greatest event, and the largest disappointment, has been the discovery of other intelligent life and just how relatively rare it is. 

Early galactic exploration revealed the remnants of a once powerful alien species. Little is known of these aliens despite their extensive archaeological evidence left behind. It has been determined that these aliens maintained an interstellar empire that spanned most of the galaxy and that this empire ceased to exist over 2 million years ago. These aliens were far from humanoid, having strange shapes. Actual preserved specimens of this chimeraic vegetable-animal species have been discovered and studied, testament to the aliens astounding technology. What is evident is that these aliens eradicated most other life forms it came in contact with. Their xenocide accounts for the relative lack of diversity found in the galaxy, despite having 200 billion worlds. 

Of the surviving alien species, man has enchanted several varieties: 

The Reticulans
Once known in Earth mythology as the "Greys", these humanoid aliens have actually maintained limited contact with earthlings since the 20th century and before. The Reticulans are inquisitive and peaceful, but are reclusive and avoid contact. It was Reticulan technology that allowed man to first leave the Sol system. 

Reticulan
DEXTERITY: 2D
KNOWLEDGE: 4D
MECHANICAL: 5D
PERCEPTION: 3D+2
Evidence Disposal 4D+2
Surveillance 5D
STRENGTH: 2D
TECHNICAL: 6D
Size: 1.2-1.5 meters tall
Special Abilities/Disadvantages: 
Absorption – Greys feed by absorbing nutrients through their skin. The protein formula absorbed is thought to come from human fluids recovered from abductees.
Story Hooks: 
Inscrutable – The actions of these aliens have never been adequately explained, and they have made no apparent moves to communicate with the human race
Reticulans, or Greys, are the most commonly encountered extraterrestrial race. They range in height from 3 ½ to 4 ½ feet tall, and are grayish-white to grayish-blue or grayish-green in color. They have large, black, oval eyes, and thin slits for their mouth and nose. They are credited with being extremely intelligent and deceitful.  In the past they abducted humans for use in inexplicable experimentation and then returned them with no memory of the event. 

Reticulan Spacecraft
Reticulan spacecraft are disk shaped. Early Earth sightings of such vessels were reported as "Flying Saucers" and the name sticks to this day. Modern Reticulan craft come in a variety of shapes and sizes, however. From Long rounded cylinder shapes to cone shapes. Most are brightly lit and use what appears to be a form of anti-gravity propulsion similar to Grav Cars, but on a scale sufficient to propel a starship more effeciently  than Ion drives, a technology Earthlings have yet to master.

"Flying Saucer"
Vehicle: Reticulan Spacecraft
Type: Medium Space Transport 
Scale: Mecha
Diameter: 13m 
Height: 5m
Weight: 10,000 kg
Range: unlimited, using antimatter reactor
Drivers: 3 (1 at +5 difficulty)
Passengers: 33-55 normally, up to 150 in emergency
Cargo: 20,000 kg 
Cover: Full
Maneuverability: 2D+2
Speed: 6D+2; 4D in an atmosphere
Hull: 4D+2
Weapons: 
PARALYTIC RAY
Fire Arc: Bottom-Mounted 360 turret
Fire Control: 5D
Range: 100 / 1000 / 3000 m
Damage: 7D (Stun/paralysis effect)

The metal of the craft appears to be similar to polished aluminum, and is one continuous piece, as is the interior. There are no sharp edges on either the interior or exterior surfaces. There are no obvious weapons on the exterior of the craft, though it is equipped with bottom-mounted projectors capable of producing light, radar , electrical and radio interference, as well as the paralyzing beam.

The Shinobi 

A hostile xenophobic race so-named for their resemblance to ancient human ninja and preference for powerful hand to hand energy weapons. These mandibled large humanoid aliens use cloaking suits to combat their enemies. All attempts at peaceful contact with these aliens have failed. It is known that the Shinobi harbor a particular animosity towards the Saure. 

The Shinobi have existed on the fringe of Galactic Civilization since they achieved Faster-Than-Light travel. They hunt for trophies and status. If necessary, Shinobi are ready to destroy yourself rather than be captured, dead or alive.

A Shinobi's goal is to rack up as many trophies as possible. Trophies are a sign of status among their people. It is the only way to attain status and prove their worth. 

DEXTERITY: 3D+2
Blaster: Shoulder Cannon 
Brawling Parry 
Dodge 
Melee Combat 
Melee Parry 
KNOWLEDGE: 2D
MECHANICAL: 2D
PERCEPTION: 3D
Intimidation 
STRENGTH: 5D
Running 
Stamina 
TECHNICAL: 2D+1
First Aid 

Equipment: 
•	Bio-Helmet 
•	Shoulder Cannon 
•	Twin Retractable Wrist Blades (STR+2, Difficulty 5) 
•	Light Body Armor (+2 Physical / +1 Energy) 
•	Wrist Mini Computer 
•	Medkit 
•	Two Other Weapons of Choice (Combi Stick, Smart Disk, Net Launcher, Dart Gun) 

Special Abilities: 
Infrared Vision – Shinobi see in the infrared portion of the spectrum, seeing the heat generated by the prey and their surroundings. This allows them to see without penalties in the dark, and in light smoke or haze, and gives a +2 to PER rolls in certain situations.
Heat Preference – Shinobi are native to a very warm planet, and are only found in areas with similar heat. They suffer a -1D STR penalty when operating in areas of intense cold.
Climbing Claws – Shinobi have short claws on each digit to aid in climbing. They add a +1D to Climbing, but are not suitable for combat.

Story Factors: 
Language – Shinobi cannot speak Basic, though with practice they can imitate various phrases. They communicate by a series of clicks and growls.
Honor of the Hunt – Shinobi are committed to the hunt, and follow a special code when killing prey and taking trophies. They will not kill prey that is not able to defend itself with either weaponry or special abilities, and they will not knowingly kill pregnant females. They only take trophies from prey they feel has been worth the effort. The type of trophy varies between Shinobi and kills, they may skin their prey, take skulls and spinal columns, or even the prey's weaponry. 

Secrecy of the Hunt – Shinobi know that the hunt depends on secrecy. Rather than be captured or killed a Shinobi will trigger the destruct device in its wrist computer, detonating a small tactical nuclear device and destroying all trace of the Shinobi.

Personality: Persistent and deadly, but always honorable to the hunt.

Quote: "click ick, ick click click!"

Shinobi Weapons and Equipment
RANGED WEAPONS:					
Type	Avail	Cost	Ranges	Damage	Ammo
Shoulder Cannon	3,X	N/A	3-50/200/500	6D	100
Smart Disk	3,X	N/A	2-25/100/200	STR+3D	-
Combi Stick	3,R	N/A	2-3/5/10	STR+2D	-
Net Launcher	3,R	N/A	0-3/10/20	see description	4
Dart Gun	3,R	N/A	2-8/20/40	4D	6

Shoulder Cannon 
The most commonly used of the Shinobi's weapons. It is shoulder mounted, with a link to a belt mounted power pack and the Shinobi's Bio Helmet. The helmet acts as a hands-free sight and trigger for the cannon. The sighting is accomplished with a trio of linked laser-sights, visible even when the Shinobi is not. The weapon is triggered by eye movements interpreted by the Bio Helmet. It is extremely small and lightweight for such a powerful weapon. 
Smart Disk 
Lightweight metal disk-shaped vibro weapon, composed of two axe-blades with finger-holes around the center as a grip. It has a tiny repulsorlift engine built into it with a gyroscopic stabilizer. When thrown it will always return to where it was thrown as long as it successfully cuts through any material it encounters. If it does not, it will become embedded in the material and the vibro-enhanced cutting edge will shut down until reactivated. As a hand-held weapon it has Moderate difficulty to use. 
Combi Stick 
Telescoping spear that extends from 2 feet long to 6 feet with a blade that can extend from one end. It is made of the same strong, lightweight metal as the other weapons. Effective both as a HTH or a thrown weapon. As a HTH weapon it has Moderate difficulty. Using the stick without the blade reduces damage to STR+2. 
Net Launcher 
Shotgun-style weapon that launches a man-sized net of thin wire. The edges of the net are pulled along by small spikes that embed in whatever material is available around the target - tree, wall, etc. - trapping it tightly. Once trapped a victim can cut themself free if they have a vibro-weapon or cutting torch - or can make a Very Difficult STR roll. If these are not possible, then the character must be freed by someone else. 
Dart Gun 
Small wrist-mounted weapon that fires forked and barbed darts the size of small speartips. 

EQUIPMENT:		
Item	Where	Cost
Bio Helmet	2,F	N/A
Wrist Mini Computer	2,F	N/A
Medkit	3	N/A
Bio Helmet 
Standard issue helmet serves the Shinobi in a number of ways: 
1.	Protects the Shinobi from physical harm, +1D versus energy attacks, +1 versus physical attacks. 
2.	Acts as a sight and trigger for the shoulder cannon. The triple laser sight gives the shoulder cannon a +1D bonus Fire Control. 
3.	Allows the Shinobi can view things in its standard infrared vision, or cycle through other wavelengths including ultraviolet. 
4.	Provides the hunter with a breathable atmosphere, through a connection with a compressed supply on the belt. If the helmet becomes damged or is removed, there is a gas mask hanging on the belt to provide atmosphere. 
5.	Through a hookup to the wrist mini computer the helmet provides an interface to the audio waveform analyzer. The analyzer can amplify sound allowing the Shinobi to hear far-away speech, or the heartbeats of nearby prey. The analyzer gives the Shinobi a +1D to PER rolls based on sound. It can also act as a primitive translator by recording and replaying samples of recorded speech. 
Wrist Mini Computer 
Includes a portable cloaking field, and a powerful self-destruct device. The cloaking field is the pinnacle of Shinobi technology. It creates a perfect camoflage for the Shinobi in any environment by bending light around them, making them effectively invisible. There are several limitations to the field however. 
1.	The cloaking field creates some distortion in the light refracted, giving a staggered or displaced effect to the area where the Shinobi is. This is mainly visible when the Shinobi is moving, but can be detected if someone is looking for it, or is staring at the area where the Shinobi is standing. Players should have a Very Difficult PER roll to detect the Shinobi by sight, Moderate or Difficult if the character knows what to look for or where. 
2.	The cloaking effect is weakest around the Shinobi's eyes, otherwise they would not be able to see out of the field. Sometimes light is visible reflecting off the lenses of the Shinobi's helmet - giving the appearance of glowing eyes that give away the Shinobi's position. This should generally only come up if the Shinobi is doing it intentionally, or if the Shinobi rolls a complication on its Hide roll. 
3.	While the field is not affected by small amounts of water, totally immersing the Shinobi will often disable the field until the Shinobi can dry off again. 
4.	The Shinobi's wrist blades and laser sight are visible through the field when they are in use. 
5.	The Shinobi's Bio Helmet is equipped with special filters to make cloaked hunters and ships completely visible. 
The self-destruct device begins a visual and audio countdown when activated, and has such a large effect it will not be detailed here. If the device cannot be disabled then characters can only escape by making a successful Running roll, GM's option what the difficulty should be. The descruction has been described as destroying 300 city blocks, making it the equivilent of a small planetary bombardment, and leaving a telltale mushroom cloud to mark the explosion. 
Medkit 
Shinobi medkits are designed for use only by their race. They include a variety of small cutting tools, a burner, spreaders, and such. Shinobi medicine would kill most lesser races. Use of a Shinobi medkit is handled the same way as standard medkits when used by Shinobis. Non-Shinobis attempting to use the kit will probably suffer damage. 

Shinobi Ships
There is very little information available on Shinobi spacecraft. The Shinobis use a design well suited to stealth. The personnel section detaches from the main drive section. Separating the sections conserves the energy needed to enter and leave the planet's gravity well and allows the ship landing on the planet to be smaller and more cancelable. 

The personnel section becomes a shuttle to bring the hunters down to the planet, while the drive section remains in orbit. The drive section includes the ships Hyperdrive - or other FTL drive - most of the life support systems, and the main engineering sections. The personnel section includes cabins for the hunters, the main bridge, a sublight drive, and moderate defensive weaponry. 

The sections detach in high orbit and the personnel section enters the atmosphere fast. The pilots locate a landing place suitable for hiding the ship and bring it down. Then the hunters disperse and meet back at the ship at a predetermined time. Hunters may stop at the ship to drop of and process trophies. Once all the hunters have been accounted for the ship can launch for orbit and rejoin to the drive section. 

The ships are well armed for defense only. Shinobis place value mainly in personal combat, and avoid outright war with other species, so they avoid ship-to-ship entanglements where possible. The ships are also partially cloaked - it is impossible to completely cloak a ship without rendering it blind. The effect is similar to the personal cloak. It is almost completely invisible in the visible wavelength, but not infrared, and the main ship is treated to absorb radar. The ships, as with the personal cloaks are clearly visible with the Shinobi's Bio Helmet. 

Sample stats for a Shinobi ship are included below. GM's should modify these as they see fit to accommodate to their own campaign. 

Starship: Shinobi Safari Ship
Craft: Group Safari Ship
Type: Stealth Transport Starship
Scale: Starfighter
Length: 50m (35m for personnel section)
Crew: 2, gunners: (1-4), skeleton: 1, +5
Crew Skill: varies
Passengers: 10 (2 for drive section alone)
Cargo Capacity: 100 metric tons
Consumables: 3 months
Cost: not available for sale
Hyperdrive Multiplier: x2 (drive section only)
Hyperdrive Backup: x15 (drive section only)
Nav Computer: Yes (drive section only)
Maneuverability: 1D (0D for drive section alone)
Speed: 2D+2
Hull: 5D
Shields: 2D
Sensors:
Passive: 35 / 1D
Scan: 70 / 2D
Search: 105 / 4D
Focus: 5 / 4D+1
Weapons:
Laser Cannons: 4 (2 on each section) 
Fire Arc: Forward, Right, Left
 Fire Control: 3D
 Damage: 5D

Proton Torpedoes: 1 (drive section only) 
 Fire Control: 1D
 Damage: 9D

The Saure 

An animalistic alien species that inhabit deep space and remote worlds. They are extremely hostile and view Humans and most alien species as food. They lie in hibernation in deep space until they either come across a planet or a space ship, at which point they leave their dormancy and begin to hunt for food. The Saure are asexual, reproducing automatically upon reaching a certain size. They appear to be cunning, but lack regular intelligence or communication skills. 

Adult Saure are usually humanoid in shape, but this can vary by the host. A full-grown Saure can reach a height of up to eight feet. Adult Saure are most commonly found in Hives, adapted from structures in their local environments. They modify existing walls and formations with secreted resin. It is speculated that they also use the remains of their dead with which to construct such tunnels, but this is unconfirmed. 

Adult Saure are strictly carnivorous, possibly cocooning victims not used as hosts alive to be fed upon and over long periods of time. 

Coloration of these creatures varies to blend with the environment in which they exist. Adults have been seen with black and grey coloration on some starships, dark greens in a hive environment, and dark brown to blend with the structures in a planetary habitation. The environment where the Young grows to an Adult stage influences the most what its coloration will be. 

Saure 
DEXTERITY: 3D+2 
PERCEPTION: 2D+2 
Hide: 7D 
Investigation: 3D 
Search: (tracking) 7D 
Sneak: 4D+2 
STRENGTH: 4D 
Brawling: 4D+2 
Climb: 5D 
Size: 2-2.5m 
Special Abilities: 
Armor – +1 Energy / +2 Physical 
Bite – Str+2D Damage 
Claws – Str+2 Damage 
Tail – Str+2 Damage (1-1.5m long) 
Secrete Resin – Adult Aliens can secrete a tough resin often used to cocoon victims and construct hives. Once set - takes only a few hours - the resin has a strength of 5D, cocooned victims must make an opposed Str roll to break free. 
Deductive Reasoning – The Saure are extremely intelligent for a non-sentient species. They have the ability to reason out solutions to abstract problems. This is manifested in the Investigation skill above. 
Atmosphere Independent – The Adult Saure can survive underwater, or in space without danger of suffocation for an unknown period of time. 
Acid Blood- roll grenade scatter for splatter - Damage 6D 
Saure are invisible to infrared.