Deleted Scenes from the Unknown Regions: The Predator

    The Unknown Regions will be our final installment of Saga-Awesomeness, and I am sure you are all just as excited as I am to see what this book holds.

    Well, I have always been a fan of the Predator movies/ comic/books and paraphernalia, so it seems like a good time to expose some of these ideas from my “unknown region”. I do not foresee  them touching on the Predator, so instead, I offer my rendition.

   With some games out there having run the entire lifespan of Saga-Edition, there are bound to be some mid to high level campaigns around who may enjoy unleashing the ultimate hunter on their party. The following does not represent an honest effort at making this species balanced within an average party. Rather, this materiel should be used to challenge high-level Force Users (because honestly, wouldn’t that be the best hunt anyway?) and gaming groups who have soaked up the power and privilege of an organization.


The following will be up over the next few days, forgive the delay

1-Predator Species, the Yautja
Ability Scores:  Strength +4, Dex +1, Constitution +3, Wisdom +2, Charisma -10. The Yautja are much stronger and faster than an average human. They've been known to climb sheer walls, and throw a full-grown man five meters with one hand. Their culture has cultivated hunters who only respect strength and heritage; consequently, there are no recorded diplomatic pursuits between them and other species.

Superior Mobility: Yauja phisiology allows them to run and jump unnerving distancees, even when encumbered. Yautja always move 1-square per 5 on their jump checks (high jumps, jumping down, and running jumps are measured this way) and are never penalized for not having a running start.
   Additionally: A Yautja may increase the time it takes to make a high jump, to a Full-round action, to gain a x3 multiplier on High jump check results. 

Atmospheric Intolerance: Yautja breath 1% more oxygen and 4% more nitrogen than standard atmoshperic conditions provide. For every minute (10 rounds) a Yautja goes without his breather/ Bio-Helmet, each physical attribute (Str, Dex, Con) is reduced by 1-point. Spending 10-rounds on a breather will  return 1 lost point to each ability score.

Languages: Hish (Yautja written and spoken Language) is composed of chirps and clicks, and Yautja hand-sign language

Bonus Languages: They pick up on language fast and are able to mimic the sounds of other spoken languages to a degree. Cultural manerisims, however, differ so greatly that without formal study their interpretion is subject to a variety of misunderstandings (even body language, GM discretion).

DR Acid, Electrical, Fire, and Radiation: A Yautja uses its Constitution bonus as a Damage Reduction against Acid, Electrical, Fire, and Radiation damage.

Cold Vulnerability: Yautja take double damage when dealt Cold damage. Extreme Tempature in the form of cold  weather (core page 254) exposure inflicts double the penalties listed in the Core rule book. When cold weather attacks a Yautja, it gains a +15 (1d20 +20) vs Fort, deals 2d6 cold damage and thratens to push a Yautja -2 steps if successful.

Size,  Medium: Yautja take no penalties for their size.

Darkvision: Yautja see in infrared, and can see up to 60 feet in the dark (can not distinguish color).

Flash Sensitivity: Yautja are stunned by bright, thermal flashes. Explosives that attack a Yautjas Reflex double their explosive radius to stun. If an explosives attack succeeds, a Youtja is considered flatfoot until the begining of his next turn.

No Wealth: Yautja have a unique concept of wealth; their superior technology is earned, not purchases. Therefore, credits are not awarded at 1st level, and kit is available based on a Yautjas status within his clan.

Force Restricted: For reasons unknown, Yautja have evolved a Force Deficiency. Force Points provide +1d4 (instead of +1d6) and they can not select Force Sensitivity as a bonus feat, or gain it as a starting feat by entering the Jedi Class. Force Sensitivity can only be acquired through an ancient ritual available to Clan members with the rank of Elder (see Trophy Ritual, Ameliorate).

2-The Yautja Code

The Yautja Code
1. Hunt worthy game. When hunting, you must be sure that prey is considered legal, and game must fill the following criteria:
   Can defend itself and/or is able to kill the Hunter himself, of age (killing children is considered the height of poor sportsmanship), not linked to other lives (so that removing the prey will not doom another (e.g. pregnant women), and unwilling to be hunted (what honor in killing one who wants to die?). Sometimes the Hunter will equal the odds, not using the plasma-caster or some other weapon, to provide an advantage to his prey (if able).
Failure to abide reduces Clan score by 2d10 and adds 1d4 Dark Side Points.

2. Failing in the Hunt. If the Hunter fails in his Hunt he usually takes his own life, preferring to die than to live in shame. However, some cowards prefer to live in obscurity rather than die. This is considered to be dishonorable and suicide is then "assisted" by an Arbitrator.
Failure reduces Clan score by 2d10.

3. Show honor to another's kill. To take the trophy of another Hunter, living or dead, is considered to be a great insult. Do not join another's hunt, or hunt in their territory, without permission (trophies taken by this manner are stolen trophies, and shall be dealt with by the rightful owner). Treat those who defeat you in a fair hunt as equals.
Failure reduces Clan score by 1d10.

4. Never murder another Yautja. This excludes self-defense, killing an adversary in an honor duel, or a match to settle a dispute.
Penalties may include a trial, but are often dealt with by an Arbiter.

5. Only kill the weak when hunting for food. This is to purify the species' line.

6. Destroy any Predator who breaks the Code. Those who break the Code are renegades, and no longer considered to be a Predator. Acting as an Arbiter against Badblood can increase lost Clan score equal to ½ the targets CL.


If you break the code and there are no witnesses (such as in rare situations where a Yautja is not wearing a Bio-Helmet), instead of immediate Organization Score reduction; a Yautja must increase their Dark Side Score an equal value.

misdeeds committed while not wearing a Bio-Helmet may be explained in deceptive words to avoid Clan score reduction. To do so, a Yautja must succeed on a Deception check against an Elders Will Defense to avoid clan score loss. This deception check suffers a penalty equal to Dark Side Score.

Bringing misdeeds to the attention of the acting authority rarely absolves Clan score reduction, but can open doors for other “honorable” justifications in the future.

Legal Defense
Some legal proceedings exist to restore lost Organization/ Clan Score. Such inquiries or rectifications must me proposed by senior members of the acting clan. For an accused to suggest legal alternatives before an Elder can make such propositions, implies a greater shame and or guilt upon the accused.

3-Clan Score, Benefits, Duties and Title / Organization Dark Blade
for more clans, see ErikModi's Youlator clans @

Yautja Clans

There are dozens of Yautja Clans in their neighboring Galaxy of origin. To date (as of the Great Hunt, before Darth Reven located the StarForge) only one Clan has ventured the great divide to hunt in this galaxy. They are a proud Clan who has commanded respect from their peers for a majority of the the Yautja history.
Dark Blade
    The Dark Blade Clan is a small but tenacious Clan.  They keep their territory safe from their larger neighbors through sheer determination.  They never say die, and will fight as long as they are able.  Many larger forces have given up on attacks against the Dark Blade Clan, simply because the Dark Blades fight furiously for every centimeter of ground.
    Type:  Clan / Organization
    Scale:  14
    Organization Score Criteria:  As with other Yautja Clans, one becomes a Dark Blade almost exclusively by being born into the Clan.  As with all other Yautja Clans, some individuals are either abducted from other Clans or adopted by the Clan for a variety of reasons.  To be a respected member of the Clan, however, one must demonstrate considerable skill in hunting and killing a dangerous foe (character or creature with a CL at least equal to their own.)
    Criteria Tables:  The following criteria can affect the organization score of a member of the Dark Blade Clan. For more information, see the Yautja Code (above).


Character level    +1/2 character level

Born into the Dark Blade Clan +1

Has advanced within the clan by winning a honor duel with a peer   +1

Has been beaten in an honor duel, but later challenged the Yautja who once defeated you and returned victorious +1

Marks a hunting ground by skinning the bodies of slain opponents and hanging them from high places (see Canopy of Brethren [Trophy Ritual]).    +2 per hunting ground so marked

Defending Dark Blade territory    +2

Defeats a group of enemies whose combined CL is higher than yours, on a solitary Hunt   +1/2 combined CL of opponents

Defeats an opponent in hand-to-hand combat    +1/4 the character’s CL

Takes a legal trophy of a fallen opponent    +1/4 the opponent’s CL

Challenging a fellow Dark Blade clan member of superior rank and winning the honor duel +1/4 the opponent’s CL


Failing to adhere to the Yautja Code (see above)

Getting captured    -1

Allowing prey to escape    -2

Turning down an honor duel    -2

Reviled, ½ Dark Side Score

Losing to a fellow Dark Blade in an honor duel    -5

Failing to defend Dark Blade territory    -5

Losing Yautja equipment, technology and kit, while on the Hunt -10

    Titles, Benefits, and Duties:  The Dark Blade Clan is organized like many other Yautja Clans, with a rough hierarchy based on an individual’s skill.  Hunts and battles increases a person’s honor within the Clan, while higher honor allows one to undertake more dangerous battles and hunts.  All Dark Blade warriors are expected to defend the Dark Blade territory as they ,the far-outsiders, make new camp in this foreign galaxy.  Higher ranking warriors are charged with guiding the training of young warriors, and young warriors are expected to respect and learn from their elders.

RITUAL     CLAN                TITLE:                           BENEFITS AND DUTIES

Special    -1 or less          Bad Bloods. Bad Bloods are Yautja who have lost all Reputation and broken their allegiance to the Yautja Code. To do so is to be marked for death by Arbitrators. Bad Bloods who have been stripped of rank are not stripped of benefits relating to a previous rank. Yautja who choose this path will spend the last of its days being hunted.

0                    0                   Eta. The Eta are the dregs of Predator society. Be it a physical handicap or psychological flaw, these Yautja are forbidden from joining the hunt. Etas are servants and are regularly abused by other Yautja.

1                   1-3                Unblooded.  Unblooded are young Yautja who are still in training, and have yet to be officially adopted into the clan or even named.  If they survive their training, they can advance to full-fledged Clan warriors. They are forbidden from challenging each other to the death, and train until they can participate in the 'First Hunt Ceremony'. Once selected for this ceremony, they are equipped with Ceremonial Kit and they permanently receive their Wrist Blades and Battle Harness (see Basic Equipment, below)

2                   4-10               Young Blood. Young Bloods have successfully proved themselves on their first Hunt. They are on their way to becoming Blooded but are usually still reckless and headstrong. Young Blood can Requisition 2 Minor Items.

3                  11-20              Blooded.  Once a warrior has demonstrated sufficient training, they are considered Blooded warriors and are full-fledged members of the Clan.  Blooded warriors can Requisition 2 Minor and 1 Major Items.

4                  40-50              Honored. An Honored warrior is the elite of his society. They've prooved to be acceptable examples of the clan, and may take a wife. When spending a Force Point to increase an attack roll, an Honored may add twice the Force Point die’s result to damage.  An Honored warrior can Requisition 3 minor and 2 Major Items.

5                 51-60              Elder.  A veteran of numerous hunts and battles, an Elder of the Clan is a respected leader.  Elders train cadres of young warriors, guiding them through the path of the Unblooded.  As a full-round action once per encounter, an Elder may grant all allies within 6 squares a +1 morale bonus on attack for the remainder of the encounter. An Elder can Requisition 4 minor, 3 Major and 1 Command Items.

6                  61-79            Honored Elder.  These are some of the most revered elders of the Clan, and none but the Huntmaster would dare dispute them. Honored Elders receive a Ceremonial weapon with the Pure Xerbinium [Weapon Template] and any one Exotic Weapon Proficiency. An Honored Elder can Requisition 5 minor, 4 Major and 2 Command Items.
7                   80+               Ancient. Ancients are Yautja who have achieved much, but failed to achieve Huntmaster within his third Millennium. While capable of participating in the hunt, they instead focus most of their energies on craftsmanship, writing, and practice of the mystical arts. Once per encounter an Ancient may spend a Force Point to Share any one of his known talents with an single ally until the end of the encounter; even if the recipient does not meet the prerequisites for the gained talent. An Ancient Warrior may Requisition 5 minor, 5 Major and 3 Command Items. They can also commission Pure Xerbinium Items.

8                 Any              Huntmaster.  The ultimate authority of the Clan, the Huntmaster’s word is law throughout the Clan.  There can be only one Huntmaster at a time, and any character who wishes to attain this rank must defeat the current Huntmaster in an honor duel, which can be to the death.  A Huntmaster may, once per encounter as a swift action, grant all allies within 6 squares the Extra Second Wind feat until the end of the encounter. The Huntmaster may Requisition 5 minor, 5 Major and 5 Command Items. He can also commission the creation of Pure Xerbinium Items.

9              special            Exile. A Huntmaster who has survived an honor duel, but has been maimed by a worthy successor is expected to go into exile in order to retain honor. His last rite is to assume responsibility for the clan’s hunting territory on a world of his choosing. He proudly spends the rest of his days purifying the lands with his spirit. His self destruct mechanism is equipped with a dead-man’s switch (requiring a daily restart of the 26 hour countdown) and he takes only basic kit with him. Hunting grounds with a living exile are considered sacred; future hunters can reroll a failed skill check once per day and gain a +2 insight bonus on this reroll.

10            special           Guardian Spirit. A fallen Hunt master (non-Huntmasters are exceedingly rare) with the Force Sensitivity feat uses the Dark Force Spirit Template (JATM p 118). A GM may allow a Guardian Spirit to be summoned by clan members who have the Manifest Guardian force talent. Allies (in the company of the Yautja who caused the Guardian to manifest), may spend a Force Point as a move action to also gain the benefit of the Manifest Guardian talent even if they do not possess it. Additionally, A Guardian Spirit may use the bolstering abilities provided from Elder, Ancient, or Huntmaster Clan ranking while manifested. A Guardian Spirit can not perform Rituals that require physical interaction.


Ritual Rating: 0-10
  This Ritual rating determines how many Rituals (x) a Yautja automatically possess as his career advances. Each time rank is increased, a Yautja may select an additional Ritual which may each be activated once per encounter (or as described by lthe selected Ritual). Rituals are activated by a Skill available to Yautja (and their rarely extended pack) which represents facets of hunting, survival, battle etiquettes, and Honor as described by the Code of conduct which all must practice. Most Rituals are specific ceremonies used to claim dominance over his prey.
   Once selected, a Ritual may be swapped for another during a 24 hour period of reflection on his current target prey.

The Ritual skill (Intelligence) is a knowledge based skill which pertains to Yautja Hunting practices and spiritual reverence to the Yautja Code. This skill is available to any Yautja who is raised by another Clan Member who has devoted himself to the Yautja Code.


Essential Equipment
The Essential Equipment represents a combination of equipment which a Yautja uses to survive on untold worlds with his five primary technological devices working in harmony. These devices are dependant upon the networking article of equipment, the Battle Harness. The following essential equipment does not need to be requisitioned to use, it is merely avaialable to al non badbloods within the clans sphere of influence.


Essential Equipment                                                        
  A Battle-Harness appears to be little more than a mesh body suite, belt, boots, gauntlets, thy pads and an attached shoulder pad. The Battle-Harness functions as a stand-alone Ready Harness (see S&V p47) that does not provide any benefits of armor. A Battle-Harness can be worn on top of armor, but counts as an upgrade slot to the underlying armor and increases the Armor size by one step (Light to Medium, Medium to Heavy, and Heavy to Powered).
    Designed to route energy and provide communication between an attached PDC (PowerDistributionCenter) with as many as 10 small devices. As important as the PDC, is a Yautja’s Forearm-Computer which functions as a droid brain to govern the behind the scenes ongoing of the Essential Equipment Items. Each device must then be integrated (see Forearm-Computer) to access the various (Protocol) applications of the listed devices. As a Hands free interface, the Bio-Helmet provides a heads-up-display and acts as a window to the Forearm-Computer’s droid brain.
    The shoulder pad houses a droid assisted telescopic arm that is designed to accommodate a small Plasma Caster; once a Yautja earns the right to carry one, that is. The Battle-Harness easily accommodates the PDC, Forearm-Computer, Bio-Helmet and Cloaking-Device (all together consuming 4 of the 10 slots of carrying capacity).


Power DistributionCenter (PDC)                           
Essential Equipment                                                        
   This device powers all of the items carried by a Yautja. It is a miniature fusion reactor and the amount of energy it can put out is measured in bolts. A PDC hold 26 bolts. The Cloaking Devise, Plasma Caster, and other energy weapon systems each consume a number of bolts for their various activities. If all systems are shut down (except for the breather), a PDC regains expended bolts at a rate of 5 bolts per hour.

Cloaking Device (Protocol)                             
Essential Equipment                                
    Cloak (1 swift/ 2per turn)  While integrated with the PDC through the Battle Harness, an activated cloaking device grants it wearer a +10 equipment bonus to stealth checks and expends one bolt per minute of run time. If the wearer does not deactivate the cloaking devise prior to his melee or ranged attack, the cloaking devise expends 5 bolts (or shuts down) as a reaction.
PDC Recharge Setting (Full-Round / 1 per turn) The cloaking device can also be set to absorb ambient and direct energy exposure. Provided no energy is being routed to the Plasma Caster (during recharge), the Cloaking Device can return expended Bolts to the PDC’s Power reserve. When exposed to Energy Damage in the form of Electrical (including Force Lightning), Fire, and Radiation damage 1 bolt is returned for each 5 points of exposure. This does not actually reduce the damage amount a Yautja sustains.
      Additionally, in any of the Cloaking Devises active settings: exposure to water (including high moisture concentration, GM determined), causes the cloaking devise to expend 5 bolts (or shut down) as a reaction.
While a Cloaking Device is set to its PDC Recharge Setting, it can not provide a stealth bonus.

Forearm Computer (Protocol)                                         
Essential Equipment
    The forearm computer governs all of the devices used by the Yautja, and functions as a Droid Brain for some of these options. While you wear a Battle Harness, the Bio Helmet, Forearm Computer, and PDC, you are considered to have access to the Heads-Up-Display (HUD) and can access each of the 'Protocol' abilities.
    The forearm computer contains a language translator and voice recorder (with 20 minutes of recording time) which affords a cunning Yautja the option to craft dread inspiring Vocal Mimicry samples (see Bio-Helmet Below).
1.)  Weapon Detector (1 swift / 1per turn). You may add your Intelligence Modifier (or the Int Mod of your Wrist Computer’s droid brain +3) to perception checks made to locate weapons within your line of sight.
2.)  Multi-Spectrum Vision Variance (1 swift/ 3 per turn). You can make multiple Perception checks, each as a swift action; each perception check provides a cumulative +2 Equipment bonus which stack until you move or until the end of your next turn (whichever happens first).
3.)  Integrate Devices (1 swift action). Each time a device is added or removed from the Battle Harnesses integration system, the Forearm Computer must run a diagnostic to consider the equipment Integrated. Access to 'Prorocol' uses of devices depend on first being integrated.
4.)  Self-Destruct (Full-round). A typical delay is 5-10 rounds (but optional settings exist). Designed to focus a tremendous blast on the wearers square, with minimal effect on the surrounding area. The Target square is dealt an area attack with a +5d20 to hit, and deals 1d4+1500 points of radiation damage. A 6-square surrounding area is dealt 1d4+150 points of Radiation damage. Out to a 120-square radius, the blast deal1d4+15 points of radiation damage. An activated Self-Destruct mechanism can be remotely deactivated by another Clan member within the same Star System.

Bio-Helmet (Protocol)                                                        
Essential Equipment
    The Bio-Helmet has several built in features that provide a passive benefit, such as a Breather; while wearing this mask a Yautja does not suffer from the Yautja’s species trait, Atmospheric Intolerance. A Bio-Helmet also enhances a yautjas Dark vision.
    Other benefits [Active Benefits] are only available if a Yautja wears the Bio-Helmet and has a synced-up wrist computer that is linked to a PDC via the Battle Harness.
Targeting System (1 swift / 2 per turn). You can route power from your PDC controlled systems to prime a shoulder mounted Plasma Caster. Once you have initiated the targeting system, your shoulder cannon gains the Automated feature and can be used as described below with its (protocol) targeting mechanic. While a Plasma Caster is Automated; its targeting laser can give away your position, allowing the target and its allies (within 6 squares of both you and the target) to reroll Perception checks to notice you (keeping the better result).
Sample Audio (2 Full-Round Action2) Observing one or more legal trophies for 2 Full-Rounds; allows you to make a Use Computer check to store the result for later use. The result of your Use Computer check is written in your inventory as a “Mimicry” sample. The result of this 'stored' Use Computer check (within your Wrist Computer) can then be used once for one of the following.
*(A) A Deception check (vs. Will) to faint (as a Full-Round Action)
*(B) A Persuasion check (vs. Will) to intimidate (as a Full-Round Action)
*(C) A Deception check (vs. Will) to mislead prey into thinking your location is in another square within 12 squares and line of sight (Standard action).


5-Non-Essential Equipment


Weapon  /          Damage/ Crit/     DamageType/     Range/     RateofFire /     Magazine/         Size/     Weight/     Req
Pistol Proficiency
Forearm Laser       1d10       20      Fire                12 squares         S                   PDC          Small     1kg.           minor
Plasma Caster     1-3d10      20      Energy           40 squares        S                  PDC           Small     1.5kg.       Major
Net Gun   Special        -           -        entangle         3 squares           S                  1Int          Small      3 kg.         minor
Pining Fork               2d4         20      Piercing           3 squares          S                  1 int.        Small        -             minor

Rifle Proficiency                                                                       
Plasma Caster       1-3d12       20  Energy          100 squares     S                  PDC         Medium     3kg.        Major
Burner                      2-4d6          -       Fire              6 square line       S               12d6    int.      Large   12kg.      Major

Heavy Weapons Proficiency
Launcher                6d6          20       Ballistic          50 squares         S                 5 box         Large     18kg.     Com
Plasma Bolt
Cannon               5d10x2       20         Fire             100squars.          S/A              60 cell         Huge     80kg.     Com
Power Glove       Special      20           Bludgeon               -                       -             PDC 10      Small    3kg         Com

Simple  Weapons
        Dagger         1d4            20           Slash/Pierce             -                   -                     -          Tiny         1kg         minor
         Short           1d6         20           Piercing             thrown             -                     -           Medium  2kg         minor
          Long           1d8         X3           Piercing             thrown            -                      -        Large        3kg         Major
Glaive                  2d8         20        Slash/Pierce               -                  -                     -        Large        4kg         Major
Maul                    2d12      19-20      Slash/ Bludg                -                  -                    -         Large        25kg        Com
    Yautja              1d10      19-20      Slash/Pierce             -                     -                    -         Large        4kg         minor
Shuriken              1d10        20          Slashing               thrown            -                    -           Small         1kg         minor
Wrist Blades         2d6      19-20        Slash/Pierce              -                 -                    -           Small        0.5kg.      Special
Wrist Blades,
Acid Resistant    2d6+1    19-20/X3    Slash/Pierce             -                  -                    -           Small    0.5kg       Com  

Exotic Ranged Weapons

Smart Disk           2d10      19-20       Slashing             thrown                -                    -          Small   1.5kg.      Special
Forearm Rocket     3d10       20        Pierce /Slash        20 squares        1                 1 int.      Small       2kg.        Major

Requisition Items are level dependant and categorized as:
Minor                      Minor requisition items are available to Unblooded warriors
Major                      Major requisition items become available to Blooded warriors
Com                        Commander items become available to Elders
Special                    Special Items are either ranked gifts, or starting equipment


Forearm Laser (Pistol Proficiency)
The forearm laser is a small attachment that can be seated on a Forearm Computer or Wrist-Blade Gauntlet. An attached and integrated forearm laser (see Forearm Computer, Integrate Device) can be fired as a standard action and expends 1 bolt.
   The Forearm Laser has a Once per encounter efficiency setting that allows the weapon to be fired without taxing a PDC power reserve the required 1 bolt. To use this efficiency setting, you must spend a swift action to prime the weapon, and another swift action on your next turn to maintain the Primed feature. On the following turn you can make a single attack with this weapon at no cost to the PDC.

Plasma Caster (Protocol)                                                                        
  As an Automated Weapon (see Bio-Helmet), you may draw and holster the plasma caster as a free action on your turn. Unlike other weapons, you do not need to have a free hand in order to use this weapon. Like other equipment, a Plasma Caster must be integrated (see Forearm Computer).
     Attacks with an Integrated Plasma Caster are made using your Base Attack Bonus + Intelligence Modifier in four distinct firing modes.
1 Swift action (3 per turn): You make two attack rolls and compare the result of the lower dice to your targets Reflex Defense; dealing 1d10 energy damage, on a hit, which expends 1 bolt per shot.
1 Move action (2 per turn): Deals 2d10 energy damage which expends 2 bolts per shot.
1 Standard-Action (1 per turn): You make two attack rolls and compare the result of the highest dice to your targets Reflex Defense; dealing 3d10 energy damage and expends 5 bolts per shot.
Full-Round Action (1 per turn): Firing an explosive Bolt of plasma, this setting allows you to target a single square as an area attack with a 1-square splash. The targeted square is dealt 3d10 energy damage and adjacent squares are dealt half on a hit (this is an area attack). This setting expends 20 bolts and shuts down the plasma caster for 1d4 rounds after fired in this setting.
Special: The shoulder cannon can heavily tax an attached PDC (PowerDistributionCenter). Having less than 5 Bolts available within the PDC power reserve and using the Plasma Caster causes the Automated Weapon to shut down automatically for one minute. During this time, the Targeting System can not be primed to fire.
     Up to two seated Plasma Casters can be integrated (with the Forearm Computer) and armed (with the Bio-Helmet) at the same time. This allows a Yautja to target two separate targets that are no further than 6 squares from each other, and within your line of sight. The same Plasma Caster (Protocol) firing times are used, but Bolt costs are doubled.
     A rifle (proficiency) version of the same weapon does exist; see table above. Keep all other stats the same, except damage dice and weapon range.

Net Gun (Pistol Proficiency)
The Net Gun uses compressed gas to fire an array of Pinning Forks that are tethered together with a light weight xerbinium net (which replace the normal function of a Pinning Fork, see below). These unique Pinning Forks each have a small magnetic motor that, when fired, automatically begin to wind the net tightly around their core to constrict a captured creature. As the net tightens, the xerbinium net continues to add additional pressure to the entangled target with lethal efficiency.
    As a standard action, a ranged Attack is made against a target within 3 squares that is size small, medium or large; if this attack succeeds, the target is pushed back 2 squares and considered captured until the start of his next turn. A captured target makes a Grapple check at the beginning of its next turn as a standard action against a DC set by the Net Gun’s attack roll. If a captured target fails to exceed this Grapple check, it suffers damage equal to the difference between his check and the Net gun’s attack roll. A captured creature that takes damage is immobilized and suffers a penalty on skill checks equal to the damage taken.
   At the beginning of a captured creatures following turns, the grapple DC set by the Net Gun’s attack increases by +5 (max +10).
   If a Net Gun pushes a creature into a solid object (such as a wall), the object's hardness is added to the result of the attack roll against the captured creature (max +10).
   Adjacent allies may attempt to use mechanics to disable the effect of a Net Gun that has captured a teammate. The DC for a Disable Device attempt is set by the current Net Gun attack bonus. A failed Mechanics check to disable Device will inflict damage to the captured creature equal to the number by which the check has failed.

Pinning Fork (Pistol Proficiency)
This spearhead like projectile is “Y” shaped with barbed edges and hooked prongs that are designed to cause bleeding when removed. A Pinning Fork can be individually loaded into a Wrist-Blade Gauntlet as a move action and launched from a built in accelerator (the same device used to extend the wrist-blades) as a standard action. When requisitioning a bundle of Pinning Forks (6 forks per bundle), a Yautja is not penalized if he fails to return these items after a successful hunt.
   Removing a Pinning Fork from a creature by any means other than surgery, causes 1d4 damage at the beginning of each turn until a successful treat Injury (DC20) can be preformed.  


Plasma Caster
(Rifles): See Plasma Caster above, with only damage dice size and a range increase differentiating the two.

Burner (Rifle Proficiency)
This is a powerful handheld weapon that discharges a column of fire. Designed to be highly effective against swarms of prey and help command a battlefield, the Burner targets a six square line as an area attack and catches those squares on fire (see Core rule book p.x ? x). Using an internal liquid fuel and fuel agitator to create its devastating effect, A Burner’s damage ability is measured in d6’s instead of shots or bolts. Once these d6s are expended, the weapon can not be used until it has been returned to the clan and re-requisitioned.
    Regular Fire mode expends 3d6 of the total 12d6 fuel supply; as a swift action, you may dial the weapon up or down by 1d6 of damage output. When this weapon is discharged and its predetermined quantity of d6 fire damage are rolled, those 6-squares continue to burn on following rounds equal to the number of d6’s spent on the discharge. As the fire dies down on following rounds, so does the damage of the fire. (For example: on the round following a 3d6 attack, the fire burns at 2d6 in the affected squares, and is reduced once more on the following round to 1d6. The turn after, it goes out).


Forearm Rocket (Exotic or Heavy Weapon Proficiency)
The forearm rocket is a small attachment that can be seated on a Forearm Computer or Wrist-Blade Gauntlet. An attached and integrated forearm rocket (see Forearm Computer, Integrate Device) can be fired as a standard action and holds 1 additional rocket internally.

Plasma Bolt Cannon (Heavy Weapon Proficiency)
Only deployed in times of open war, this anti-vehicle weapon system is capable of being deployed to strategic locations and operated on an independent power supply.   
   Most commonly a Plasma Bolt Cannon is mounted to a droid (similar to the droid type that is used to handle xenomorph eggs), and outfitted with an enhanced power supply that doubles this weapons ammunition capacity (as an additional Commander Requisition Item).
    When mounted to the egg droid, the weapon can be fired, without a Yautja operating the weapon emplacement manually, by wirelessly integrating the Droid and weapon (two integration slots) to a Yautja Bio-Mask and Forearm Computer to be remotely fired at a target that the droid and Yautja both share a line of sight to (as an additional Commander Requisition Item). An expired Yautja Commander automatically relinquishes command of the droid and weapon system, and may disengage remote control as 2 swift actions. 

Power Glove (Protocol / Exotic or Heavy Weapon Proficiency)                      
To bypass architectural obstructions, this strength enhancing gauntlet attachment magnifies the kinetic energy of an unarmed attack. While not technically employed as a weapon to be used against a xenomorph (the acid blood splatter would inflict as much damage to the wielder as the Power Glove could deal to the xenomorph), the Power Glove has had striking success against vehicles and droids. Like other equipment, a Power Glove must be integrated (see Forearm Computer).
Prime Weapon: (1swift / 2per turn) a primed Power Glove covers a Yautja’s hand with a protective barrier and drains 3 bolt from the PDC. Deactvating a primed Power Glove ends the items Bolt consumption.
Activate Power Glove: (standard action) make an unarmed charge attack adding your strength bonus, as an equipment bonus to damage, 3 additional times. Each round the Power Glove remains primed, it consumes 5 bolts of energy.
    If the damage from this attack equals or exceeds the targets Threshold, your movement does not stop when you hit the target; instead you end your movement on the opposite side of the obstruction in the nearest square (as if you moved through or around the target).

Simple Weapons//////////////////////////////////////////////////////////////

Ceremonial dagger
This tiny weapon is awarded to Unblooded warriors as part of their Mark of the Hunter Ceremony. With an acid resistant blade, its hallowed handle holds four separate tools. Each of the below tools can be administered separately as a Full round action.
1 Stim-Shot: moves a Yautja +2 steps on the Condition Track.
1 Recoup-shot: recoups 1d4 lost HP for a number of rounds equal to Con Mod.
1 Elemental Fortification: can reroll Endurance checks for 6 hours, keeping reroll.
1 Homing beacon: grants friendly E.O.D. teams a +10 equipment bonus to locate the dagger.

Combistick (Simple)
The Combistick is a double ended spear that can also be used as a quarter staff. As a swift action, the Combistick can be collapsed (or extended as another swift action) for ease of carrying. In its collapsed form the Combistick considers its weapon size small, instead of large but can not be used to make attacks. These are common weapons among the Dark Blade clan and are available in two varieties.
   Combistick, short; extends to medium weapon size and deals 1d6 points of damage.
   Combistick, long; extends to large weapon size and deals 1d8 points of damage. The Long Combistick is more difficult to requisition but provides a bonus to critical hits (x3, instead of x2; this does not stack with the Triple Critical Feat).

Glaive (Simple)
The glaive is a large double-ended vibrosword like weapon with curved blades at each end. As a swift action, a glaive can be collapsed (or extended as another swift action) for ease of carrying. In its collapsed form the glaive considers its weapon size small, instead of large but can not be used to make attacks.
   A Yautja proficient with this weapon and trained in acrobatics may take advantage of the special feature without spending a Force Point.
Special Feature: If an attack with this weapon also exceeds your opponents Will Defense, you may spend a Force Point to make a Second attack as a Swift action. This second attack is made at the same attak bonus, but does not add your Strength or half-level as bonus damage.

Maul (Simple)
    The Maul is wielded like a large tonfa, with a perpendicular handle at one end, but uses a striking edge that more closely resembles a long curved ax blade.
    Each time an attack with The Maul moves an individual target creature down the Condition Track, it gains an extended critical threat range (+1) against that target until the end of the encounter.
   Example: the first time you push target A down the Condition track with the Maul, it threatens a Critical on a 18-20 against target A. The second time you push target A down the Condition track with the Maul, it threatens a Critical on a 17-20 against target A.
  Prerequisites: Wookie Grip

Scimitar, Yautja (Simple)
A curved short sword favored by lower ranking Yautja, the scimitar is a powerful weapon in the hands of a hardy hunter.
   Once per encounter; when a Yautja’s attack with this weapon exceeds a targets Reflex and Fortitude Defense, You may deal bonus damage equal to your Constitution Modifier.

Shuriken (Simple)
The shuriken behaves much like the smart disc (see Smart Disk below); however, the shuriken only returns to the location from where the weapon was thrown. It is constructed with retractable blades and unlike the Smart Disk; it is Impervious to a xenomorph's acid blood.
   When thrown (as a Standard action), the disk requires one (cumulative) full round to return per 10 squares of movement. Once the Shuriken returns (on your turn), a swift action is requires to reclaim it (or you roll weapon damage against yourself). An unclaimed Shuriken requires a perception check equal to the attack roll to locate  in a random square (GM determined) 1d20 squares away..

Wrist-Blade (Simple)
The wrist-blade-gauntlet is a Yautja’s most prized weapon. Once awarded, it becomes one of the only permanent pieces of property a Yautja will ever own. The gauntlet itself is outfitted to rout PDC energy to specifically designed weapons; acting like a seat for powered weapons to potentially integrate into.
   Two identical serrated blades are attached to the gauntlet and may be drawn or holstered as a free action.The gauntlet can not be disarmed, and can be used with other forms of Armor.
Special: A Yautja with Martial Arts feats may increase a wrist blade's damage dice (max d12) as if it were a natural weapon.

Wrist- Blade, Acid Resistant (Simple)
This enhanced Wrist Blade functions as the above Wrist Blade, but boasts three additional Features.
(1) Acid Resistance with a +1  equipment bonus to damage, (2) an extended Critical Threat range (as displayed in the Chart above), and (3) a Blade Extension Modification (featured below). While this upgrade is sometimes offered to younger hunters, it is a prize that is keept once awarded. Until awarded, this upgrade can be borrowed as a Com (Commander) Requisition item.
 While there are many variations of a Yautja’s wrist-blades associated with certain clans; The Dark-Blade Clan employs a Blade Extension Modification, increasing weapon size from small to medium. Toggling weapon size (from small to medium) is a swift action.
    Normally a Dark-Blade Clan wrist-blade gauntlet deals 2d6 [Piercing / slashing] damage (as a small weapon), but in its extended form deals 3d6 (as a medium weapon).

Exotic Weapons///////////////////////////////////////////////////////

Smart Disk (Protocol / Exotic)
The smart disc is a flat disc shaped weapon that can be held in the hand or thrown at an opponent, and is ceremonially bestowed upon Honored Elders. Computer controlled gyros and an onboard droid brain guarantees that the disc returns to its wielder. A special ring, worn by the thrower, indicates the landing position of the disc. This way, when the disc returns, it automatically adjusts to “land” on the thrower’s fingers.
   When thrown (as a Standard action), the disk requires one (cumulative) full round to return per 10 squares of movement.  The Disk will return to the wearer of the ring even if the thrower is in a different location than where the Disk was thrown. Once the Disk returns (on your turn), a swift action is requires to reclaim the Smart Disk (or you roll weapon damage against yourself).

Forearm Rocket (Exotic or Heavy Proficiency)
The forearm rocket is a small attachment that can be seated on a Forearm Computer or Wrist-Blade Gauntlet. An attached and integrated forearm rocket (see Forearm Computer, Integrate Device) can be fired as a standard action and holds 1 additional rocket internally. 

Stay tuned for.....


Pure Xerbinium
weapons template

Medical Kit


The Egg Droid

(Heroic) Forearm Computer Upgrades

E.O.D. Kit

and additional Commander Requisition Kit



The Rituals, as they relate in this section, use several new terms; let us define them.

Ritual (Skill): The Ritual Skill is a Knowledge based skill that encompasses a broad tactical and scientific understanding as it relates to the Yautja Code. The Ritual Skill is available to any Yautja who is raised by a clan member that abides by the Yautja Code. A Yautja must be trained in this knowledge to gain individual Rituals as his rank advances within the Clan.

Ritual Check is a Skill check made using a Yautja’s Ritual Skill.

 Trophy: A Trophy is a creature that you have killed in combat. A trophy is eligible prey that has evolved with natural weapons, or the intellect to craft weapons which it can use against you. Trophies must represent a potential threat, if provoked.

 Legal-Trophy: A Legal-Trophy is a creature that you have killed in combat, and should represent a greater threat to the hunter. It should be either the leader of its pack (an Alpha Male) or be of equal or higher CL than the Yautja Hunter. Some Rituals require you have personally killed such prey.
Special: Only Legal-Trophies count towards improving your Clan Rank.

A.) The Combat Ritual: A combat ritual has a catalyst (like taking damage or catching an opponent Flat Foot), and can be completed during a single turn’s breadth. A Combat Ritual has an active benefit that remains for the duration of an encounter unless otherwise specified. Unless a hunter is defeated or force to flee, Combat Rituals are always regained at the end of an encounter. A defeated hunter may not regain expended Combat Rituals until performing a Trophy Ritual with exceptional success.

B.) The Trophy Ritual: in the movies, we see the hunter hang skinned enemy combatants to mark the hunting grounds as his. These are time consuming efforts that provide the practitioner of his ritual a specific benefit. These benefits last for 24-hours unless otherwise noted. The same Ritual may not be attempted twice within the 24 hour block that the ritual has been attempted (even if the effort was a failure). Unlike Force Regimens, however, there is no stipulation disallowing multiple rituals to be activated within an allotted time.
****A Trophy Ritual is conducted similar to a Force Regimen (meaning, time beyond moments is required for success).If you are putting multiple Trophies on display in a busy location it may be conducted as a Skill challenge, dependant on area hazards or threats. A GM is encouraged to modify any of the following Rituals to better fit the feel of their campaign. If you plan to use the hunters as adversary’s to the party, feel free to have the party interrupt a ritual in progress. 

Ameliorate [Trophy Ritual]
By preparing a Force Sensitive creature according to the ancient ritual arts, you enrich your body with the strength of the Force. TIME: 1d4+1 hours. TARGET: You and one living Force Sensitive creature who is helpless or unconscious.
Make a Ritual Check: The result determines the effect, if any.
DC14: The Force sensitive target provides a +1 equipment bonus on your Ritual check for each Force Point it currently possesses.  You permanently gain the Force Sensitivity feat, if you do not already possess it, by spending 1d4 Destiny Points.
   It is possible for a Force Sensitive trophy to survive the Ameliorate Ritual (GM determined), but they are considered to have lost one arm and leg (see cybernetic replacements). They do however gain a number of Destiny Points equal to the amount the Yautja spent to gain the Force Sensitivity Feat from this horrific process.
   At the conclusion of this ritual, if the Target Force Sensitive Creature is still alive (returned to 1 Hit Point, but unconscious). Once revived, this creature shares a Force Bond with the Yautja: when either creature moves up the condition track by any mans, the other creature also moves up the condition track (while within the same star system).
DC21: As DC14 except, for the next 24 hours, you increase the dice size by one step when you spend a Force Points to increase an attack roll or skill check. A d4 becomes a d6, and d6 become d8.
DC28: As above except, for the next 24 hours you may use your constitution bonus in place of your charisma modifier on Use the Force checks that have “you” as the sole target.
DC36: as above except, for the next 24 hours you may use your constitution bonus in place of your charisma modifier on all Use the Force checks.
Special: If the Force Sensitive creature is not alive, you can use a variation of this Ritual, but take a -1 equipment penalty on your Ritual Check for every 15 minutes tha it takes you to complete this Ritual.
    Additionally, you can not gain a Force Point’s +1 equipment bonus on this check unless the Target is alive at the begining of this Ritual.
Prerequisites: Mark of the Hunter, Lay Claim, Virile Musk, Whisked Away

Aura of Torment [Trophy Ritual]
Wearing trophies proudly upon your breast, your prey is distracted. Time: 4d4 Minutes. Target:  You and the arranged Trophies you carry (minimum 2).
Make a Ritual Check; the result determines the effect, if any.
DC14: You gain a +2 Morale Bonus to your Will Defense for the next 24 hours.
Additionally: When an adjacent creature fails to hit you with a melee attack, you gain 1 swift action on your next turn (max 1).
DC21: You gain a +3 Morale Bonus to your Will Defense for the next 24 hours.
Additionally: When an adjacent creature fails to hit you with a melee attack, you gain 1 swift action on your next turn (max 2).
DC28: You gain a +4 Morale Bonus to your Will Defense for the next 24 hours.
Additionally: When an adjacent creature fails to hit you with a melee attack, you gain 1 swift action on your next turn (max 3).
Special: While cloaked, you only benefit from the Morale Bonus. Prey must be able to see you and your trophies to be distracted (granting you additional swift actions).
Exchange Rate; 2 swift actions = 1 Move, 3swift actions= 1 Standard.
Prerequisites: Mark of the Hunter, Lay Claim 

Cast Aside [Combat Ritual]
Remaining cloaked, you spear a creature and throw it at another target.
Catalyst: Once per encounter, while cloaked; you can make a charge attack (as a Full-round action) with a reach weapon. If the attack succeeds, you impale the primary target and fling it through the air at a secondary target 1+ X ( X=Strength Bonus) squares away.
Benefit: the target of your charge attack takes regular damage on a hit. If successful; make a ranged area attack (-4) with your thrown improvised weapon against one square in range. Both targets are then dealt 1d6 points of bludgeoning damage per square the primary target was thrown (this is an area attack). The primary target must be of Medium size of smaller.
Special: You can spend a Force Point to use this Ritual (1) additional time per encounter.
Prerequisites:  Mark of the Hunter


Canopy of Brethren [Trophy Ritual]
You display the bodies of opponents you have killed, creating a bond with the hunting grounds you prowl. TIME: five minutes per trophy body. TARGET: Trophies you have personally felled and an elevated location to mark the center of your Hinting Ground.
Make a Ritual Check: you gain a +1 Morale Bonus on this check for each eligible trophy you are putting on display with this Ritual.
DC 14: Your opponents have been grossly demoralized. You gain a +1 attack and +1 damage bonus on attacks while you hunt within a Kilometer of your Canopy of Brethren Trophy Ritual.
DC 21: You have delivered a devastating blow to the psyches of opponents who view your Ritual. You gain a +1 attack and +1 damage bonus on attacks while you hunt within 5 Kilometers of your Canopy of Brethren Trophy Ritual. Additionally, you gain 1 Force Point that can only be used to benefit a Ritual you know.
DC 28: You have earned a title among your prey and as they speak, your name spreads. You gain a +1 attack and +1 damage bonus on attacks while you hunt within 10 Kilometers of your Canopy of Brethren Trophy Ritual. Additionally you gain 1 Force Point that can only be used to increase a Ritual you know. Once during your next participating combat encounter; you may spend this Force Point as a Standard action to gain Fast Healing 5 until the end of the encounter.
Special:  Fast Healing 5: At the end of each turn, you regain 5 hit points (up to max).
Prerequisites: Mark of the Hunter


Challenge [Combat Ritual]
As a taunt, you weaken yourself to steal honor from your opponent.
Catalyst: Your opponent must have moved you down the Condition Track during this encounter. Once per encounter as a move action; you self-inflict base weapon damage with an edged weapon you have equipped (no strength or level bonus damage).
Benefit: once per turn you can reroll one damage dice (keeping the result even if is lower). You also gain a Force Point that can be used to add 1d4 to a single attack roll or skill check.
Prerequisite: Mark of the Hunter 

Haggard Tabard [Combat Ritual]
You tear the cranium from your prey, and carry it in one hand to torment its herd.
Catalyst: One Legal-Trophy who is either helpless, or recently killed (within 3 rounds) by your hand.
Benefit: You neatly remove a trophies cranium as a Full round action. While you carry the Trophy in one hand; single-handed melee attacks with the other hand gain the [Exploding Rolls] Descriptor on damage rolls (see below).  If you are moved down the condition track this Ritual ends and you may spend a swift action to store the trophy for later uses.
[Exploding Rolls] When you roll damage dice; if any of the dice comes up as the maximum value (i.e. a d6= 6) you roll an additional damage dice. This effect stacks with itself.
Prerequisite: Mark of the Hunter, Lay Claim

Lay Claim [Combat Ritual]
You tear the skull and spine from a creature and add it to your collection.
Catalyst: When you make an attack that kills a combatant by exceeding its Damage Threshold, you can remove the skull and spine as a Trophy.
Benefit: As a Move-action, make melee attack roll against the expired creatures Constitution Score. If the attack exceeds the target DC, you remove the Trophy and may spend an additional swift action to store it on your person.
Special: You may spend a Force Point to gain a Move-action at the conclusion of this Ritual.
Prerequisite: Mark of the Hunter


Mark of the Hunter [Combat Ritual]
Having earned the mark of a warrior, you fiercely defend your trophies.
Catalyst: Whenever you occupy the same square as the defeated remains of one of your kills; you may activate and maintain this ritual as a swift action.
Benefit: If an attack fails to exceed your Will Defense, the attacker provokes an attack of opportunity from you. 
Special: This is the first Ritual any Yautja may select. Unlike the other Rituals, this Ritual (mark of the Hunter) is not restricted by a per encounter limitation.

Veil of Panic [Combat Ritual]
You can injure your prey so that it draws attention away from you.
Catalyst: As a Reaction to reducing an opponent to zero hit points, you may instead deal 1d6 points of bleeding damage to the Panicked Target. The target of Veil of Panic continues to take 1d6 bleeding damage at the beginning of its following turns until treat injury (DC15) is preformed on him, or dead. Your Attack Roll sets the DC for the following effects.
Benefit: The Target makes a Persuasion check, each round on its turn as its Standardt-Action, using the result of your Triggering attack roll as its persuasin check's skill bonus. Any of the target’s allies must succeed on a Perception check greater than your Attack Roll Trigger or you are granted Total Concealment from them.
Prerequisite: Mark of the Hunter

Virile Musk [Combat Ritual]
Manipulating a gland in your throat, you instigate production of hormones and pheromones which create a great burst of aggressive behavior.
Catalyst: If you have been moved down the condition track by an attack (or challenged by another Yautja to an honor duel), you can activate this Ritual as a swift action. To gain the benefits of Virile Musk, you must spend a Force Point.
Benefit: This Ritual counts as the species trait Rage (see p. xxx) except you must spend a Force Point to activate it. Additionally, when you activate Virile Musk (Rage), you may use the result of a Rage enhanced attack roll in place of Persuasion checks made against other Yautja and Creatures with the Scent species trait.
Additionally: This Ritual satisfies the prerequisites of other feats that enhance a species Rage
Prerequisite: Mark of the Hunter

Whisked Away [Combat Ritual]
Remaining cloaked, you carry an opponent away from the security of its pack.
Catalyst: Once per encounter, when a potential Trophy (of medium size or smaller) is adjacent to one or more members of its pack, you can separate it from the herd (without your Cloaking-Device deactivating immediately or discharging 5 bolts).
Benefit: As a Full-round action, you can move up to your speed and make a grapple attack against an adjacent creature. If your attack succeeds, you carry the grappled creature a number of squares equal to your speed without provoking attacks of opportunity.
Special: You can spend a Force Point to move additional squares, equal to you Constitution Modifier, after a successful grapple check.
Prerequisite:  Mark of the Hunter


Very fun stuff, I like what you did with the species SQs. 
Keith "Nar" Kappel Co-founder, writer, editor Fandom Comics: Home to the Clone Wars Saga Edition Fan Sourcebook, perfect fan supplement to The Clone Wars Campaign Guide
This is good stuff! Excellent work. I would definetly use this if I was GMing a high level campaign. I'm curious where you got all this information from? I've only seen the movies and don't know Predator EU.
Winner of You Build the Character #8 - Yoda
Slight problem with your codes of conduct.  Yautja kill with the cloaking field active all the time.  The whole "killing while cloaked" thing was more a gameplay artifact from the Atari Jaguar AvP game then anything supported by the mythos.  In the first film, the only character the Predator doesn't attack from camouflage is Dutch, and that was because its cloaking field had been damaged both time.  In the second film, the Predator only decloaks to attack the secret agent guys, probably because the ensuing fight scene looked cooler that way.  After that the device is again damaged.  The Predator did decloak to finish off Danny, but it had pretty much gotten him by that point.  In the first AvP movie, the Predators don't use their cloaks often (because the Aliens see through them), but do attack several of the humans from behind the cloaking fields.  In AvP:  Requiem, the Predator has his cloak active pretty much the whole time, until it gets damaged, and takes out a few people while invisible.

Thank you for the encouraging words guys, it means a lot. Sorry to have pulled a Houdini; I didn’t mean to disappear on ya.

I totally agree Erik. I wanted to keep the cloaking device working similar to the ones in the KOTOR book (shuts off when you attack or use a Force Power), but have its own niche too. So I tweeked a couple of the Rituals to allow a Hunter to remain cloaked.

A majority of my inspiration for this rendition of the Predator came from .I was able to mush elements from this with my take on Saga-Editions with minimal change. Most of the change would really be from inspiration found here on the boards, from viewers like you.

Today I put up the first batch of “Rituals” (above). These were inspired by Darth Scorpion and Pink_Jedi_Ranger’s creative Vong source book materiel. To be honest, had I not been so impressed by this creativity, I probably wouldn’t have even started this thread up. So, THANK YOU Pink (Happy belated Birthday) & Darth Scorpion!!

The essential equipment (protocol) concepts were inspired, of course, by the legendary NarCranor and his team’s droid release.
saw that they had used the Protocol concepts so well; it was worth a shot to use this method as a means of simplification.

ErikModi’s Youlator Organizations are absolutely amazing, and I looked to his representation of a clan above all else. His unaltered work can be found here

Thanks again, to you the Community, for always being here for me…not judging me (too harshly) for my star wars addiction and providing the all too important support group for midichlorian junkies like myself. Stay tuned, more to come!

I am grateful for the Feed back.

To elaborate on the Code/ cloaked kills issue. Personal preference is all. It is rough outline for a GM to use these guys since they aren’t party balanced.

In the new AVP game, whenever you pull a fatality, you decloak automatically. At first I didn’t care for that, but it really grew on me.

In the Predator, Concrete Jungle video game: killing while cloaked was the way to go, all day.

AVP Requiem was a bit different because the lone wolf wasn’t exactly there to “Sport Hunt”. He was executing his duty as an EOD (emergency ordinance disposal) unit.  So, his cloaked kills were simply ridding himself of obstacles as he went after the hybrid (in my opinion) and its mess of gremlins.

By the way, have you tried to make stats for the blue goo of death? Pour and stand back, right.

In the first AVP, they were slaughtering the over watch team with impunity weren’t they. I don’t recall them taking the heads but there were strung up, so yeah, that’s a good point.

Predator II…I liked that movie for its sheer terribleness’. Bad edits, bad everything. Danny Glover, come on (at least it wasn’t Dolph Lundred). They might as well have had a Disney cross over “the Predator vs. Short Circuit” or “the Predator vs. the Little Mermaid” . But for its time (the first time) it was way awesome. The whole time I just knew that crazy Gary Bucey was going to attack the Predator with those super Jurassic huge teeth and just chew straight threw that poor actor in the Predator suit… casting issues aside, Gary Bucey can chew through stone, watch out.

The original Predator: Okay Jessie the Body Ventura was a threat, but all that nasty chewing tobacco would have made for a crappy trophy. The predator only saves the heads of actors with marvelous dental hygiene. So he got blasted. The other guys had much better teeth so….yep. Now the one scene I wish they could have elaborated on was the scene with ?Billy (the big crazy Native American). I bet that since he threw his rifle down and broke out the machete, the predator would have decloaked and walked out there to meet him. But to have included that scene would have taken away from the showdown ending.

I suppose you are right. I am going to cut that one down to fluff and extract the penalties all together. Thank you Erik.

Well, one thing you can pick up from the first two Predator movies is that both Predators take trophies from humans who attacked them hand to hand.

Billy was set to attack the Predator with a machete, and the Predator took his skull for a trophy.  In Predator 2, Bill Paxton, after empyting two or three clips at the Predator, picked up a discarded knife and went after it.  He was likewise claimed as a trophy.  Likewise, King Willie tried to defend himself with a sword cane, and the Predator took his head.

So really, when you're as physically outclassed as a human is against a Predator, offering to arm wrestle him is the sign of truly worthy prey. . . as in, more guts then sense.
Yeah you got that right Erik. That's probably why the Predator considered them worthy of taking a trophy in the first place. I mean who wants to take a trophy from something that just lays down and dies for you, right?
Winner of You Build the Character #8 - Yoda
Thanks Guys

The equipment you have been waiting for is up!

Well, the first several pages of it.
Just out of curiosity(it's been done to death, I know) but have you considered converting the Aliens to Saga? I found some decent DnD 3.5 stats here:

I'm a huge fan of Preds and Aliens, and while I am all for separating the two and getting back to their "roots", I think both species could be equally interesting in a Star Wars Saga edition game.

Nice work by the way!
First off, thank you so much Jandrem_Von_Zarovich!         

And yes, I will be posting an extensive xenomorph/ Alien write up sooner than later. I must admit, the new URCG has been firmly attached to the far end of my umbilical for a few days now (praises be, praises be).

Thank you for the link too, I will print it out right now.
Glad you like it so far, I have had a blast with this topic and dare not avoid my beloved xenomorphs inclusion into the Dark Blade Clan's deleted scenes thread.
Here are the Alien stats I created for my saga game.  They are relatively low level because the PCs encountered them early on.

I absolutely love the ALIEN trilogy!  Yes I said Trilogy.  They were number one on my favorite movies of all time until Episode III and The Clone Wars movie came out, SW finally surpassed ALIENS.  And EVERY SW campaign I run features ALIENS in some form or another.

Not big into predators though.

These stats are all pre-Unknown Regions 

ALIEN Warrior CL 1
Medium Beast 3  
Init +8; Senses Darkvision, Perception +8
Defenses Ref 14 (flat-footed 12), Fort 12, Will 12
hp 21; Threshold 12
Immune mind-affecting effects, all environmental hazards
Speed 8 squares, Climb 6 squares
Melee bite +6 (1d8+4, gore), claw +6 (1d6+4), sting +6 (1d6+4)
Base Atk +2; Grp +6
Atk Options Gore, Acid for Blood, Pin
Special Actions Alien language, Dormant, Stealth bonus
Abilities Str 18, Dex 14, Con 14, Int 12, Wis 14, Cha 10
Special Qualities Ferocious (may reroll a failed attack with a natural weapon)
Feats Pin
Skills Initiative +8, Stealth +8 (+18)

Gore when the ALIEN makes a successful bite attack it gets to make another immediate gore attack with its inner mouth at the same bonus and it deals 1d8+4 damage on a successful hit.

Acid for blood. Whenever an ALIEN takes damage over its threshold any adjacent creatures risk getting sprayed with its acid blood. Make an attack (1d20+3 [the level of the Alien]) on a successful hit the creature takes acid damage, see page 252.

Stealth Bonus. When the Alien is in its self made environment it gains a +10 bonus on stealth checks because it blends so naturally.

Dormant. When an Alien is in hibernation it gives off no life signs. It can be awakened by any movement, smell, or sound that comes near.

Alien Language. The aliens have their own language which is a series of hissing sounds.
Oh no, my young Jedi. You will find that it is you who are mistaken, about a great many things. Winner of the Winner of You Build the Character #34: Padme Amidala
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