You know, the kind that Ellen Ripley is always beating the crap out of? I'd most like the see a CT version, but anything would be fine.
I do seem to remember an old Judge's Guild Traveller product called Darthanon Queen that had rules for rolling up a creature called a Dyson, which was essentially a "starship dungeon crawl" monster. Do those rules still exist?
Thanks
The Chamax adventures were kinda modelled in the ZOMG acid blood, super eater insect swarmers with a QUEEN! - very much in the same spirit, though without the creepy 'gothic horror' element. That aside, there's quite a few older entries in these forums dealing with xenomorphs I believe.
But, I'll take a shot at the classic Xenomorph.
I'd just base stat them as UPP FAA300, give them jack body armor with a grenade splash of acid in their immediate squares (1d6/rnd CT or 1/rnd MT) if they take more than half their HP in damage. Burns each round until neutralized with a strong base. Shed the armor before it burns through (1 round per armor point MT) otherwise or it'll eat to the PC. Certain armors may have ceramic layers which may stop the acid, though likely after some degredation of the armor involved (TL 15 Battledress might not be destroyed, but it may lose 5 points or so of effective armor for example.)
Base creature skills: Brawl 3, Recon 1, Tactics 1
Weapons: Spike (2d6), claws (1d6), acid improved bite (2d6).
Though not tool users, some are very quick studies. Locks, elevators, doors, windows and the like are not effective barriers. Also that suicide rush into your automated machinegun mounts might just be a diversion while the real assault comes from the +/- Z coordinates.
Special abilities to note: Aliens that want to get to you can 'bleed' themselves voluntarily or sacrifice members of their group for instantaneous acid sources. Figure they can burn a breach through a ship's bulkhead in about 4 hours, +1 hour per 10 points of ship armor, though they may give up or look for other ways in if its taking too much energy or the perceived threat of the PC's is low, or they think there might be a faster way 'in'.
Tactics implies they can put a big force at one location, while sending scouts around to flank or seek alternate routes past a checkpoint/barrier.
Note that telepaths and other sensitive psions coming within even a lightyear of their location may start to have bad dreams well in advance of even encountering such creatures. Very useful for the whole mood setting of a bughunt piece.