Combat Synthetic with a minigun in the Alien vs. predator video game

Combat Synthetic

(Aliens vs. Predator video game)


These androids appear in the second Aliens vs. Predator video game – the 2001 one. They are synthetic creations similar to Bishop in the Aliens movie, but trained and used as shock troopers.

Other fiction in the Alien setting features combat synths, but this article is specific to this game.


  • Group Affiliation: United Systems Colonial Marine Corps.
  • Base Of Operations: Various remote installations.
  • Height: 6’2” Weight: 250 lbs.
  • Eyes: Blue Hair: None


Powers and Abilities

A combat synthetic is an android, a robot that appears to be a human being. Combat synths have been reinforced with armor plating and more powerful hydraulics. That gives them even greater strength and durability than standard synths, which already exceed humans in those areas. Combat synths can continue functioning despite severe damage as long as the head and upper torso remain intact.

Combat synthetics have basic military programming, but their overall skill set is not as varied and in-depth as the skills of standard synthetics.

Synthetics do have some intuitive ability, though not at the level of human beings. This is not considered a serious drawback for combat synthetics, since their duties tend to be rather basic and a lack of creativity keeps the combat synths from going too far astray of their assigned tasks.


In the future depicted in the Alien movie series, androids (also known as synthetics) are produced by the Weyland-Yutani corporation (and possibly other companies). They have become commonplace in human society.


They are mostly used as support personnel in places where skilled labor is at a premium. These androids can be quickly programmed with whatever necessary skills are demanded. They are particularly favored for sealed environments where their lessened life-support requirements make them more valuable than a human assistant with similar skills.

Synthetics were not used as combat troops, as specified by the Geneva Convention. To facilitate this and alleviate any concerns about renegade synthetics harming people, all synthetics were programmed to be incapable of harming a human. However, some synthetics have been illegally modified to circumvent that programming.

Kill or be killed

Following the xenomorph incident on LV-426, there were an increasing number of encounters with a variety of hostile alien species. The most prominent were Xenomorphs and Predators. As a result, traditional paranoia about combat-capable synthetics posing a danger to humanity has given way to more immediate concerns about lethal extraterrestrials.

Thus, Weyland-Yutani began manufacturing combat synthetics.


Combat synthetics do not have the bland, harmless appearance of standard synths. They are large, muscular, and hairless. This imposing look is enhanced by their combat armor and weaponry.

Some of their armored chassis takes the form of reinforcing metal strips. These run in horizontal lines along the backs of their torsos and arms and the nape of their necks. This betrays their artificial nature upon sight.

Just as their appearances stray from traditional synthetics’ mimicry of humans, so too do their voices. It is a bass monotone with an electronic timbre.

Combat synths are dressed in standard olive green fatigues and heavy combat armor, the latter of which consists of bulky gray clamshell vest and greaves.


Combat synthetics tend to be very straightforward, almost dull individuals. They stick very closely to their orders and when in doubt shoot first and ask questions later.

They will constantly update one another and their human controllers about their current status with simple declarative sentences such as the ones quoted below.


“Target acquired.”

“Enemy engaged.”

DC Universe History

Synthetics could be Weyland-Yutani’s competition with Brande Industries’ Blues in the 30th Century, if one is using the Bierbaum LSH. Combat synthetics would likely be found in heavy weaponry support roles for Science Police units or even operating in independent fire teams.

Game Stats — DC Heroes RPG

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Combat Synthetic

Dex: 06 Str: 07 Bod: 08 Motivation: Upholding the Good
Int: 04 Wil: 03 Min: 03 Occupation: Military Support
Inf: 01 Aur: 02 Spi: 02 Resources {or Wealth}: N/A
Init: 015 HP: 010

Gadgetry (Self-Link): 08, Invulnerability: 08, Superspeed: 04, Ultra Vision: 07

Bonuses and Limitations:

  • Ultra-Vision could be used to detect Predators despite their cloaks.
  • SL (Gadgetry) is Always On (-1).

Gadgetry (Identify Gadget)*: 04, Vehicles*: 06, Weaponry*: 06

Hardened Defenses, Life Support (Full), Schtick (Paired Weapons — Pistols), Stabilization.

CIA (Protect humans), Miscellaneous (Limited intuition — tasks requiring creativity suffer a +1CS to OV/RV).

Some combat synthetics may be programmed without the CIA. Such synthetics are highly illegal and any corporation manufacturing them would be seriously punished. Therefore, “killer” synthetics tend to be used very sparingly, usually when the risk of surviving witnesses is minimal to nonexistent.

Synthetics of this nature are considered to have a Dark Secret, as both the government and their manufacturers would order them destroyed (in the latter case to dispose of incriminating evidence).

Combat synths always have be equipped with combat armor, a knife, and a pair of pistols. For close quarters battle, synths usually carry a pulse rifle. Otherwise, they will usually be armed with a smart gun or minigun as the synths’ great strength allows them to use these heavy weapons effortlessly.

Synths working from high observation points may be equipped with a sniper rifle instead to take advantage of any tactical opportunities that present themselves.

  • M4 COMBAT ARMOR [BODY 06, Skin Armor: 03, Limitation: Armor is Partial and can be avoided with a -2CS Trick Shot. This body armor is a heavier version of the armor worn by Colonial Marines. It is more commonly used by combat synths than human troops since the synths are not as burdened by the extra weight and bulk].
  • Combat Knife [BODY 08, EV 03 (08 w/ STR)].
  • M4A3 pistol (x2) [BODY 05, Projectile weapons: 04, Ammo: 12, R#02].
  • M41A Pulse rifle [BODY 05, Projectile weapons: 07, Ammo: 20, Advantage: Autofire, R#02] w/ underslung 30mm grenade launcher [BODY 05, Ammo: 05, Range: 04, Effects include EV 08 (Killing, M38 HEAP round), Bomb: 07 (M51A bounding fragmentation round), EV: 07 (Area Effect, M108 canister round), Flame project: 07 (M60 white phosphorus incendiary round)].
  • WY-102 Sniper Rifle [BODY 05, Projectile weapons: 08, Range: 11, Telescopic Vision: 05, Ultra Vision: 09, Limitation: Projectile wepaon has No Range and use the Range listed instead. The WY-102 sniper rifle was designed for sniping under extremely unfavorable conditions and has enough punch to penetrate light armor].
  • M56 Smart gun [BODY 06, AV 07, EV 08, Range: 10, Telescopic vision: 30, Thermal vision: 09, R#3. The smartgun is a man-portable light machine gun with computer-aided tracking systems to assist in acquiring targets even in low-light conditions].
  • Minigun [BODY 06, Projectile weapons: 10, Ammo: 06, Advantage : Autofire, Scattershot, Limitation: movement of gunner is limited to (STR-3) APs while firing the minigun, R#3. The minigun is a man-portable electric gatling gun with a ferocious rate of fire. The recoil is strong enough to severely hamper most human soldiers’ movement while firing, though the superhumanly powerful combat synths are not so burdened].

By Roy Cowan.

Source of Character: Aliens vs. Predator 2 (PC game).

Helper(s): Sébastien Andrivet.