A long time ago in a galaxy far, far away...
STAR WARS

Predators in Star Wars

Predators | Main menu


U
Predator Predatorship Predator without Mask

Made by Kevin Dole 1996 (Revised edition)

E-mail: dmerrill@PLAINFIELD.BYPASS.COM


   On with the show....

        (Or my Ch'Doth freinds would say:  "Happy hunting....")

-------------------------------
MYTHICAL OPPONENTS #1: CH'DOTH ("PREDATORS")

Note: This is a GM file. The knowledge known to PCs will be limited,
as the h'Doth are a "myth". The knowledge available should be limi-
ted by the GM. An excellent way to inform the PCs is the use of local
NPC (for a good start, use the "legends" related in the first movie).
The information in the first information block would require a Heroic
Scholar: mythology or Heroic+10 Alien Species roll to remember.


Ch'Doth Information

This race is properly named after the mytical Abyssin hunter-spirits
and commonly known around the galaxy as "Predators", or less commonly
by the name of a Correlian legend "Yautja".  They are rarely seen,
and most people believe them only to be myths, except those who have
seen phosphorescent blood seemingly appear from nowhere as a Ch'Doth
fled concealed under its chameleon mode. Approximately 2.7 to 3.5
meters in height, nd weighing at least 170kg of pure muscle, the
Ch'Doth are roughly humanoid with a reptilian outer skin.

Ch'Doth commonly wear heavily-armed warsuits to cover and disguise
their appearance, which is frightening to say the least.  The Ch'Doth
have four large outer tusk-like fangs which might have once been used
to hold small prey while the Ch'Doth ate it alive.

Ch'Doth commonly wear heavily-armed warsuits to cover and disguise
their appearance, which is frightening to say the least.  The Ch'Doth
have four large outer tusk-like fangs which might have once been used
to hold small prey while the Ch'Doth ate it alive.

        Very little is known about the Ch'Doth culture, as few (if
any) have been captured alive with survivors left to tell what they
discovered.  What little is known, however, should be enough to give
any prospective explorer pause.  The Ch'Doth are natural hunters, and
they have heightened nearly all of their abilities with high technology,
such as their "chameleon"camoflage device, various weapons (including
a self-destruct mechanism), and highly sensitive sensors built into
their helmets.

        The Ch'Doth are often drawn to areas of intense heat and/or
warfare, especially the latter, where they can usually hunt undetected.
It has been observed that the "Predators" will only attack armed oppo-
nents, or those from whom they sense some sort of danger.  It is even
rumored that a Ch'Doth came to the aid of a small group of resistance
fighters who found themselves heavily outnumbered.

One additional note:  as "sport hunters,"the Ch'Doth often take
trophies, usually skulls or weapons, and occasionally bestow upon
"friends" (ie: prey that won) tokens of respect.  Those who do win
are said to be watched over by the Ch'Doth who they equal, and to
provided covert assistance whenever and wereever they can.


Ch'Doth Unblooded Hunter ("Predators")
Type: Typical Ch'Doth Apprentice Hunter

--DEX 4D  Brawling Parry 4D+1, Dodge 4D+2, Missile Weapons: Personal
          Proton Torpedo 4D+2, Melee Combat 4D+2, (A) Vibrodisk 4D+1
--KNOW 3D+1  Survival 4D, Value: trophies 4D
--MECH 3D  Space Transports: Ch'Doth Scoutship 4D --PERC 3D+2 Hide 4D,
           Search 4D: tracking 5D,  Sneak 4D -
-STR 5D  Climbing/Jumping 6D --TECH 3D+2  Armour Repair: Ch'doth battle
         suit 4D,  First Aid: Ch'Doth 4D
Special Abilities:
--Cold Blooded: Invisible on thermal imaging.
--Code of Honor: Will not harm innocents.
--Methane Breathers: -1D DEX and STR w/o helmet or rebreather @ hour.
  After two hours will cause the Ch'Doth to fall into a hibernation
  state.
--Self-Destruct:  Will NOT be captured alive.
--Tusks: STR+1 damage.
--Leg Strength:  +1D to resist falling damage.
Character Points: 3-10
Force Points: 0-2
Dark Side Points: 0-2
Move: 11
Equipment: Ch'Doth power armour and helmet, 2 Ch'Doth medkits,
           2 breathers, hunting lance (optional), vibrodisk (optional),
           net-gun (optional), survival kit.

(Note: this is what Arnie faced in the first movie.)


Ch'Doth Yautja  (Predator "Blooded Hunter")
Type: Typical Ch'Doth Hunter
--DEX 4D+1  Brawling Parry 5D,  Dodge 5D,  Missile Weapons: Personal
            Proton Torpedo 5D,  Melee Combat 5D: Ch'Doth Lance 6D,
            Melee Parry 5D, Thrown Weapons 4D+2, (A) Vibrodisk 5D
--KNOW 3D+1  Alien Species 5D, Survival 5D, Value: Trophies 5D
--MECH 3D  Capital Shp Gunnery 4D,  Capital Ship Piloting: Ch'Doth
           Warship 4D, Space Transports: Ch'Doth Scoutship 4D, Star-
           ship Gunnery 4D
--PERC 4D+1  Hide 5D,  Search 5D: tracking 6D, Sneak 5D
--STR 5D+1  Brawling 6D, Climbing/Jumping 6D+1
--TECH 3D+2  Armour Repair: Ch'Doth battle suit 4D+2, First Aid:
             Ch'Doth 4D+2
Special Abilities:
--Cold Blooded: Invisible on thermal imaging.
--Code of Honor: Will not harm innocents.
--Methane Breathers: -1D DEX and STR w/o helmet or rebreather @ hour.
  After two hours will cause the Ch'Doth to fall into a hibernation
  state.
--Self-Destruct:  Will NOT be captured alive.
--Tusks: STR+1 damage.
--Leg Strength:  +1D to resist falling damage.
Character Points: 3-15
Force Points: 1-3
Dark Side Points: 0-3
Move: 12
Equipment: Ch'doth power armour and helmet, 2 Ch'doth Medkits,
           2 rebreahters, survival kit, various weapons (optional,
           Ch'doth origion and trophies)

(Note: This is what Danny Glover and company faced off against in
       Predator 2)


Ch'Doth Prim ("Enforcer")
type: Typical Ch'Doth Enforcer
--DEX 5D  Acrobatics 6D, Armour Weapons 6D, Brawling Parry 6D, Dodge
          7D, Missile Weapons 6D,  Melee Combat 6D: Ch'Doth Lance 7D,
          Melee Parry 6D, Thrown Weapons 6D, (A) Vibrodisk 6D+2
--KNOW 4D  Alien Species 6D, Intimidation 4D+1, Planetary Systems 5D:
           gameing worlds 6D, Streetwise: Ch'Doth Worlds 5D, Survival
           7D, Technology: weapons 5D, Value: Trophies 7D
--MECH 3D  Capital Ship Gunnery 5D,  Capital Ship Piloting: Ch'Doth
           Warship 5D, Space Transports: Ch'Doth Scoutship 5D+2,
           Starship Gunnery 5D, Powersuit Operations: Ch'Doth Armour 8D
--PERC 4D+2  Hide 7D, Investigation 5D+1, Search 6D: tracking 7D,
             Sneak 6D
--STR 6D  Brawling 8D, Climbing/Jumping 8D, Lifting 7D, Stamina 7D,
          Swimming 7D
--TECH 4D  Armour Repair: Ch'Doth battle suit 5D+2, Blaster Repair 5D,
           Computer Pro/Rep 5D, First Aid: Ch'Doth 6D, Security 6D
Special Abilities:
--Cold Blooded: Invisible on thermal imaging.
--Code of Honor: Will not harm innocents.
--Methane Breathers: -1D DEX and STR w/o helmet or rebreather @ hour.
  After two hours will cause the Ch'Doth to fall into a hibernation
  state.
--Self-Destruct:  Will NOT be captured alive.
--Tusks: STR+1 damage.
--Leg Strength:  +1D to resist falling damage.
--Protectors:  The Prim are the sworn protectors of the Ch'Doth society.
--Force Sensitive: About 1-in-20 Prim have Force skills, often Control
  1D, Sense 2D, Alter 1D
Character Points: 4-18
Force Points: 1-4
Dark Side Points: 0-4
Move: 14
equipment: Ch'doth power armour (Prim varient) and helmet, 2 medkits,
           2 rebreathers, various weapons (Ch'doth and non-Ch'doth),
           various pieces of special purpose equipment



Ch'Doth Equipment  (*'ed equipment is standard issue and carried by
all Ch'Doth operating in the field)

Ch'Doth Helmet*
--Protection:  Head: +2D energy attacks, +2D physical attacks, +3D
               Acid attacks.
--Sensors: Perception +2D, Dex-Torp Launcher/Beam Drill +2D, Automatic
           targeting system, built-in sensors able to scan various
           wavelengths (no darkness or smoke/fog penalties).
           The system picks the ten best visual composites, but the
           user must tab between them manually to choose the best.
           Each change takes an action.  How many combinations must
           be checked is the GM's perogative.
--Directional Microphone: Gives +2D PERC in quiet situations or for
                          sound based PERC rolls.
--Autorecording System:  Records all sensor data (audio, visual and
                         suit and weapon status), and can redisplay any
                         of it segment of the data on a vocally activated
                         window.  The data can also be shunted to other
                         hunters for display on a quadrant window.
--Encrypted comlink, can also handle datalink to fellow hunters and
  beckon call to ship.
--Also an atmospheric filter/rebreather.


Ch'Doth Body Armor*  [Prim varient is bracketed]
--Protection: Back Torso: +2D energy attacks, +2D physical attacks,
             +3D Acid; Torso Front: +2D Physical, +1D Energy, +2D Acid;
             Arms: +2 Phys, +1 energy, +1D Acid.  No DEX Penalties.
             [Prim suit: +1D additional protection to all areas and
             attacks]
--Powersuit: +2D STR
--Weapon System:
--Three-Bladed Wrist Weapon: (Melee Combat, Very Easy difficulty)
                             3 25cm serrated blades on right wrist,
                             STR+1D [Ch'Doth Prim has 3 25cm vibro-
                             blades, STR+3D]
--Shoulder-Mounted Weapons System: Right Shoulder. Targeted through
                                   helmet sensors, will not work w/o
                                   helmet.
--Proton Mini-Torpedo Launcher: (Missile Weapons: Per. Proton Torp.)
                                6D damage, Ranges: 3-40/120/300
                                [Prim has beam drill (Armour Wpns: Beam
                                Drill), 9D, 4-40/150/400, replaces
                                proton torpedo]

Ch'Doth Communications Pad: mounted on left forearm, has multiple
                            functions
--Chameleon Mode: The Ch'Doth have a very advanced personal cloaking
                  mechanism which effectively bends light and appar-
                  ently the Force around them.
                  Effects: +3D difficulty to locate them with PERC
                  skills or Force powers, or to use the Force when
                  activated.
--Self-Destruct Mechanism: The Ch'Doth also have an advanced self-
                           destruct mechanism that they use to avoid
                           capture. The blast resembles a Thermal
                           Detonator, but is 5 times as powerful when
                           set to full power.
                           Blast Radius:0-10/40/60/100,
                           Damage: 50D/40D/25D/10D). Takes 6 rounds to
                           power up.
--Mini-Blade Launcher (Missile Weapons: Mini-blade launcher): Small
                      (7.5cm) Vibroblade launcher built into wrist pad.
                      Damage: 6D, Ranges: 3-10/30/50

--Razor-Wire Net Launcher: 1D+2 damage per round until cut away, has
                           body of 6D. Ranges 3-10/30/40. Uses Missile
                           Weapons: razor-net, holds 5 nets. Usually
                           carried on strong-side calf

--VibroDisk: Thrown weapon much like a vibroblade, but a disk of 12"
             diameter. STR+4D, Ranges: 2-10/25/50. May be used as a
             Melee weapon (Moderate difficulty).
             Skill: (A) Vibrodisk: requires Thrown Weapons 4D. If
             roll>Difficulty+5, disk returns to thrower.

--Ch'Doth Battle Lance (Melee Combat: Ch'Doth Lance; Thrown Weapons:
                       Ch'doth Lance). 3 meter lance, retractable to
                       1 meter, vibroblade on one end, spike on other.
                       Vibroblade: Damage STR+4D
                       Spike:  Damage STR+2D
                       Can be used as a throwing weapon, with Ranges
                       2-4/8/15.

Ch'Doth Medikit*
The Ch'Doth have their own special medical kit, which is designed for
the peculiarities of their specific race, and is of little use to any
other race.

Ch'Doth Rebreather*
The Ch'Doth carry small, hand-held rebreather units as protection
against the loss of their helmets on most worlds. The rebreather has
a service life of about one hour.

Note: Many Ch'Doth carry weapons taken as trophies, ranging from simple
clubs to genetically enginnereed living swords to black powder firearms
to ultra hi-tech energy weapons.


Additional Information (GMs Info):

        The Ch'Doth are cold-blooded creatures whose body temperature
matches the ambient temperature surrounding them, thus rendering infra-
red imaging of them (cloaked or uncloaked) ineffective.

        The Ch'Doth culture revolves around the hunt.  Only the best
are allowed to become warriors.  These are the people who form the
bulk of the protective forces for the Ch'Doth world(s).  They are the
Unblooded.  They may become Hunters (Yautja) only after successfully
completing a long and difficult solo hunt, which is supervised by a
Shaman, a Prim and an Elder.  (It is important to note that one is
never forced to become a candidate, nor may another "volunteer" the
Unblooded.)  There have been s small groups who take their hunt
together, but the hunt is much harder, and they share their "grade".
If the candidate fails, he dies. When the leaders are convinced that
the hunt has been successful and honorable, they combine a small
quantity of the blood of the prey, the Unblooded, the Prim, the Shaman
and the Elder, along with the saliva of those three, and paint various
runes on the Unblooded's body and face.  He, or she, is now a Hunter,
a Yautja.  They are the elite warriors of the Ch'Do constantly
improving their skills and their renown, through their experience
on safari.  In case of emergency, they can be recalled from wherever
they are, do defend the Ch'Doth people and worlds.  Hope you are not
the problem.

        The Ch'Doth maintain a force of enforcers and protectors,
the "Prim". They are entrusted with protecting their technology from
falling into non-Ch'Doth possession, and are believed to be responsible
for the destruction of the Imperial garrison on Dinalt IV.
They are the ones who protect the Ch'Doth homeworld(s) from discovery,
and enforce the laws of thier kind throughout the galaxy, including on
the occasional non-Ch'Doth (!). To become a Prim, one first must be a
Yautja with an unknown degree

        Also, the Ch'Doth follow a rigid code of honor:
"Ch'Doth Honor Code:
1)  Never harm the innocent.  Those who have done no harm should have
    no harm done to them.
2)  Never hunt a female with child or a juvenile. This is to ensure the
    continuation of the species.
3)  When hunting for food, take only the weak.  This is to purify the
    species' line.
4)  When hunting for trophy, take only the game which offers you sport,
    either through self-danger or technical difficulty.
5)  Never claim another's kill as your own.  To do so is to risk the
    fullest wrath of the rightful owner.
6)  When coming upon game wounded by another hunter, and the animal is
   dying without sport, show honor to another's kill. If the game still
   shows sport, it is to be joint trophy.
7)  Do not join the another's hunt, or hunt in their territory, without
    their permission.  All trophies taken by this manner are stolen
    trophies, and shall be dealt with by the rightful owner.
8)  Those who defeat you in a fair hunt and show you Mercy are to be
    considered our equals.  You must either kill them and yourself, or
    adopt them as your Honor Ward, with all the responsibilities therein.
9)  Never allow our technology to fall in the hands of the Other Beings
    or allow our existence to become known, as it would endanger our
    survival.
10) Those who break the Code are renegades, and no longer considered
    to be Ch'Doth and are without the protections and rights of a
    Ch'Doth.  They are to be destroyed when encountered."

        The Ch'Doth Honor Code is the highest law of their kind, and
something of a religous code.  They take it with the utmost seriousness,
and do not even joke about breaking it. A false accusation of an Honor
Code violation will get you torn from limb from limb when the news of
your discresion is made public. To break the Code is stop being a
Ch'Doth, and becoming something that is to be killed with as little
consideration and honor as a illness carrying insect.



        The concept of the Ch'Doth Honor Ward is somewhat unusual.
Those who are taken as a Honor Ward do so by besting a Ch'Doth in
equal combat and allowing the Ch'Doth to live (usually through their
actions after sparing the life of the Ch'Doth, such as providing
medical treatment and shelter during the healing process).  Under
other conditions, an Elder or Shaman may place an individual under
the status of Honor Ward, but very rarely. What these conditions are
composed of is unknown, but ap
The Honor Ward is observed and watched from afar, so as to not spook
the Ward.  If they require assistance that the individual Ch'Doth
can provide with a certain minimal degree of risk of discovery (this
area seems to vary between Ch'Doth), the Ch'Doth is to aid them
secretly, never reveiling his presence.  The protection of the Honor
Ward can only be stopped by a Prim, Shaman or Elder, and the condition
of Honor Ward ends only when a Ch'Doth Elder feels that the debt has
been repaid on full.

(GM's note: The Ch'Doth gaurdian will not ALWAYS be available, and
will only act on his own choice.  He is NOT at the beck and call of
the character.  If he feels that the Ward is is too foolhardy and/or
crazy, he can choose to take no immediate action, but rather pick
up the peices, with little fear of repricusions from the Ch'Doth.)
VERY, VERY rarely will a Ward be made aware of his gaurdian, and asked
to actually join the Ch'Doth.  They must pass grueling rites of passage
and tests of body, mind and spirit, that can test the metel of a Jedi
Master.  These tests are not for the weak.  If you fail, both you and
your sponsor will die,due to your lack of ability.  But rest assured,
your memories will be honored, as few of the Other Beings ever even
are given the chance try.  And you do not refuse, as a Ch'Doth, once
exposed, must answer to those above him for his possible violation of
the Honor Code.

        The Ch'Doth cloaking mechanism is anything but foolproof.
It can be shorted  out by contact with water, high yield electricity,
and radioactivity.  It also effects the Force, making it harder to for
both searchers and the user to apply the powers of the Force.

        The war helmet is composed of a dull, metallic color (varies
between user). Inside, it is an example of everything perfect with
their technology.  It includes the basic items for this type of helm,
such as microphones, auto-recording and playback systems and VOX com-
link.  But it also has an increadable imaging system that scan the
entire electromagnetic spectrum, ranging from the radio waves to the
highest gamma and cosmic rays, which the helmet can combine into a
composite image.  The helmet's computer selects the best possible
combinations, but the wearer must choose which one gives the best per-
formance.

The Ch'Doth helmet is also a sort of atmospheric helmet, as the Ch'Doth
breathe an atmosphere that is much lower in oxygen and higher in methane
than that of most planets.
A Ch'Doth can survive without its mask, but with difficulty, causing a
loss of strength and coordination. More than two hours without the mask
will cause the Ch'Doth to fall in a hibernation state (if he does not
activate the self-destruct), from which he can only be awakened with a
Ch'Doth helmet or rebreather.  In addition, the torp launcher is in-
capacitated with the loss of the helmet, because they can only be
effectively targeted using its sensor system.



Ch'Doth species stats: (these are not included so that you may have a
Ch'Doth PC, but for the GM to produce NPCs. Although running a Ch'Doth
safari might be an idea. Hmm....)
Dice: 15
DEX     3D/5D
KNOW    2D/4D
MECH    2D/4D
PERC    3D/5D
STR     3D/6D
TECH    2D/4D
Special Abilities:
--Cold Blooded: Invisible on thermal imaging.
--Methane Breathers: -1D DEX and STR w/o helmet or rebreather per hour.
  After two hours will cause the Ch'Doth to fall into a hibernation
  state.
--Tusks: STR+1 damage.
--Leg Strength:  +1D to resist falling damage.
--Story Factors: Code of Honor: Will not harm innocents.
--Unknown:  They are considered a myth by all but a small handful of
            people.
Move: 11/14
Height: 2.7-3.5m

(I do not recommend that you let PC Ch'Doth exist, unless it is in an
all Ch'Doth group.)

Not all classes of Ch'Doth are reproduced here, such as the mysterious
Ch'Doth Shamans and Elders (due in part to their rarity, and in part
to the extreme indivuality of these individuals).  Feel free to adapt.


 ---------------------------------------------------------------

Ch'Doth STARSHIPS

Ch'Doth Scout Ship
Type:  Ch'Doth Personnal Craft
Skill: Space Transports: Ch'Doth Scoutship
Scale: Starfighter
Length: 20m
Crew:  1
Occupancy:  4
Cargo: 275kg
Consumables: 1 month
Hyperdrive Multiplier:  .75x
Hyperdrive Backup:  8x
Nav. Computer: Yes
Maneuverability:  3D+2
Speed:  10
Atmoshpere: 600;210 kmh
Hull: 3D
Shields:  2D
Sensors:
        Passive:  30/0D
        Search:   80/2D
        Scan:     60/1D
        Focus:     5/4D

Cloaking Device: Equipped with advanced cloaking device (+20 Difficulty
                 to opposing Sensors roll). May fire and scan while
                 cloaked (-1D Fire Control, -1D Damage; -1D Sensor's
                 power)

Weapons:
        Double Laser Cannon (fire-linked)
                Arc:    Rear
                Skill: Starship Gunnery
                FC:     3D
                Range:  1-5/15/30  (Atmos: 100-500/1.5k/3km)
                Damage:  6D
        Four Laser  Cannons  (fire-linked)
                Arc:    Forward
                Skill:  Starship Gunnery
                FC:     2D+1
                Range: 1-5/15/30  (Atmos: 100-500/1.5km/3km)
                Damage:  8D
        Two Proton Torp Launchers
                Arc:    Front
                Skill:  Starship Gunnery
                FC:     2D+1
                Range:  1-3/8/15  (100-300/800/1.5km)
                Damage: 10D

Additional Information:
Beckon Call: May be called to a crew member's position. Has Piloting,
             Gunner and Shield skills at 3D
Self-Destruct: Security system is programmed to destroy ship in an
               emergency, defined as:
        1) The death of all crew members. (The armour contains biometric
           transmitters)
        2) A non-Ch'Doth attempts to handles the controls.
        3) Loss of all engine power (including backup hyperdrive) and
           exaustion of consumables.
        4) Transmitted signal from a Ch'Doth Prim. The blast does 6D
           Starfighter-scale damage, with a blast radius of 1
           (atmospheric: 1km)

The Ch'Doth Scoutship is roughly egg-shaped, but with a straight,
wedge-like bow.  It's enviromental controls are calibrated to Ch'Doth
physiology. It is the personal landing craft of Ch'Doth hunters, with
cramped quarters provided for the passengers.

-----------------------------------------------------------------------

Ch'Doth Warship
Type: Ch'Doth Warship
Skill: Capital Ship Piloting: Ch'Doth Warship
Scale:  Capital
Length:  105m
Crew: 3 Gunners: 2
Occupancy:  20
Cargo: 1 ton
Consumables: 3 months
Hyperdrive Multiplier:  .3x
Hyperdrive Backup: 5x
Nav Computer: Yes
Maneuverability:  3D
Space Speed:  9
Atmosphere: 560; 195 kmh
Hull:  4D
Shields:  2D  (Special: 4D Front Sheilds may be focused forward for
              ramming. May be activated for up to 5 minutes per hour.)
Sensors:
        Passive:   40/1D
        Search:   100/3D
        Scan:      80/2D
        Focus:     10/5D

Cloaking Device: Equipped with advanced cloaking device (+20 Difficulty
                 to opposing Sensors roll).  May fire and scan while
                 cloaked (-1D Fire Control, -1D Damage; -1D Sensor's
                 power)
Weapons:
        Eight Proton Torp Launchers
                Arc:    6 Front, 2 Rear
                FC:     3D
                Skill:  Capital Gunnery
                Range:  1-2/4/9   (Atmos: 25-200/400/900)
                Damage:  8D
        Four Quad-Laser Turrets
                Arc:    2 Turret (Left/Front/Right, Dorsal),
                        2 Turret (Left/Rear/Right, Ventral)
                Crew: 1 per pair
                Skill:  Capital Gunnery
                FC:     4D
                Range:  1-8/20/35  (Atmos:  100-800/2m/3.5m)
                Damage:  5D
        Two Tractor Beam Projectors
                Arc:    Forward
                Skill: Capital Gunnery
                FC:     3D
                Range: 1-5/10/20  (Atmos: 100-500/1km/2km)
                Damage:  6D

Additional Information:
Beckon Call:  Fitted with beckon call to extract crew members. Must get
              call from 2 crew members within 100m of each other
              (reduces risk of hijacking).  Has Piloting, Gunnery and
              Shield skills at 4D.
Self-Destruct: Security system is programmed to destroy ship in an
               emergency, defined as:
        1) The death of all crew members. (The armour contains biometric
           transmitters)
        2) A non-Ch'Doth attempts to handles the controls.
        3) Loss of all engine power (including backup hyperdrive) and
           exaustion of consumables.
        4) Transmitted signal from a Ch'Doth Prim. The blast does 10D
           Capital-scale damage, with a blast radius of 6
           (atmospheric: 5km)

The Warship is designed as an attack/boarding vessel. The design
of the ship is roughly an oval with a sharp point. The enviromental
controls are calibrated for the Ch'Doth physiology.  The shields can
be set for ramming, which allows the Warship to proceed to smash into
its opponent, open up the hatch, and do what they do best--kill up
close and personal.


---------------------------------------

This document is the revised edition of the one concerning Aliens/
Rakkashkka, posted 9-27-96.  Credit should go to were it is due, so,
my thanks to  "C.T." at the University of Washington, who posted a
document that functioned as the springboard to this one on Tue, 22 Nov
1994.  All I've done is upgraded the stats to 2nd Edition, rounded out
the typical Ch'Doth, and expanded the background. I have not contra-
dicted anything in his document, except for the following:
        1) the net launcher has always (in my sources at least) been a
           separate peice of kit from the commo pad.
        2) the Warship stats seemed kind of short (I have no source that
           shows one, so maybe I'm wrong. It has happened). C.T, if you
           have a problem with this treatment, I apologize here and now,
           as I do not need a war of flames on my hands this week.

I also want to say thank you to Andrew Jackson (ajackson@dezines.com)
for providing me with the oppertunity to work with his version of the
Predators, and informing me of the work done by Steve Perry and some
of the later Dark Horse Comics' material.

My ideas fo the Ch'Doth culture are a mix from the Bushido Japanese,
Native Americans (especially the Soiux), several Montanyard tribes,
the Zulu, Kigani and Mumbutu tribes, alng with the Lepord Men cult,
of Africa, and various pieces of classic Science Fiction, plus my
own ethical/theological beliefs. this version is dated 10-15-96

thnx- Kevin Dole



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