Aliens in DSII/SGII

8 posts · Jul 24 1996 to Sep 3 1996

From: kx.henderson@q... (Kelvin)

Date: Tue, 23 Jul 1996 21:45:03 -0400

Subject: Aliens in DSII/SGII

I was wondering if anyone had come up with some decent rules for using
aliens (e.g.- Kra'Vak & Sa'Vaasku) in Dirtside II and/or Stargrunt II?
They're both brilliant systems but Human vs Human battles can get to be a
bit hoo-hum after a while and I'm too busy to come up with decent rules
and playtest them (sorry).

Also, does anyone know if there are going to be supplements for either (or
both) of the above? Just curious.

From: John Phelps <jphelps@a...>

Date: Wed, 24 Jul 1996 18:30:43 -0400

Subject: Re: Aliens in DSII/SGII

> I was wondering if anyone had come up with some decent rules for using

Yes, there is going to be a supplement for SG2 called "Bugs Don't Surf" (at
least, that's the working title!).

I've been kicking around some rules for aliens using my Genestealer and
Tyranid models. They aren't really playtested yet, but I can send them to you
if you want. I'm trying to set up some solitaire rules for them (the
semi-mindless bugs attacking ad hoc colonial defense).

Really, there isn't a lot of "alien" feel involved. Where you would get alien
behavior would be the morale and leadership rules. The rest of it can be
fudged in normal numbers. For example, here's one of my aliens:

"Attacker"

6 limbed, this creature runs on the hind pair. The middle pair have
manipulative hands, but this creature has never been observed using any
artifacts. Apparently, these hands are only used to grip their victims.

The upper pair end in large, 3-bladed claws.

Speed: 8" (combat move is 12 + 1d6")
Armor: d8 (tough hide and carapace) Troop Quality: Veteran Unit Size: 4 to 6
Special: = no ranged weapons = gets 1 die shift up in close combat for claws =
causes terror in close combat

Bugs don't have medics - if wounded roll quality die:
1-4 Bug dies from wounds, or is injured badly enough to be terminated
5+ Bug only lightly wounded, place Suppression marker on unit, but model
is otherwise unaffected

Bugs don't have leaders (well, they do, but not all the time). Use a
"2"
chit for their rating, and there is not a detectable leader in the group. They
suffer no penalties for a killed leader. They cannot take leadership type
actions, except removing suppression or rallying themselves.

Attacker bugs always move towards the closest perceived enemy. They will try
to stay in cover, but must move towards enemy. If within 20", they declare a
close assault and charge.

How's that?

Let me know if you are interested in the rest... Also, check the archives,
Andrew Cowell sent out some rules for using the original Kryomek models in
SG2.

From: kx.henderson@q... (Kelvin)

Date: Wed, 24 Jul 1996 21:09:32 -0400

Subject: Re: Aliens in DSII/SGII

> >I was wondering if anyone had come up with some decent rules for

Prettry good thanks John. I'll give it a try.

> Let me know if you are interested in the rest... Also, check the

Where are the Archives if someone would be kind enough to let me know!

Thanks in advance.

From: M.J.Elliott@u...

Date: Tue, 3 Sep 1996 01:16:09 -0400

Subject: Re: Aliens in DSII/SGII

> Kelvin Henderson wrote:

> I was wondering if anyone had come up with some decent rules for using

> and playtest them (sorry).

There are some rules for Kra'vak in SG2 at:

http://www.cs.utk.edu/¨cowell/min/sg2/

There have also been some other suggestions here on the list - have a
look at the archives.

> Also, does anyone know if there are going to be supplements for either

There is a supplement to SG2 planned, working title is "Bugs Don't Surf".
Publication date unknown....

> -Kelvin.....

From: Andrew Cowell <cowell@c...>

Date: Tue, 3 Sep 1996 03:35:52 -0400

Subject: Re: Aliens in DSII/SGII

In message
<181611030996*/S=Elliott/I=MJ/OU=UK22P/PRMD=BULL/ADMD=CWMAIL/C=GB@MH
> S>, M.J.Elliott@uk22p.bull.co.uk writes:

From: M.J.Elliott@u...

Date: Tue, 3 Sep 1996 06:53:53 -0400

Subject: Re: Aliens in DSII/SGII

> Well, those rules are really Kryomek conversions, but could do.
http://www.cs.utk.edu/¨cowell/

Oops! Thanks Andrew for putting me right - and I looked up the page too!
I misread Kryomek for Kra'vak. As you say, the Kryomek conversions could just
about be used for Kra'vak. Depends on your understanding of who/what the

Kra'vak are...

I think Jon's view is that they are not the acid-for-blood types but are

more closely humanoid. The MT rules for Kra'vak may give some clues
(e.g.
their use of railguns and armour).

From: Robin Paul <Robin.Paul@t...>

Date: Tue, 3 Sep 1996 07:38:26 -0400

Subject: Re: Aliens in DSII/SGII

> Oops! Thanks Andrew for putting me right - and I looked up the page

So, in DSII, no energy weapons, and fast (Grav?) turretless Assault
Vehicles with maximum armour, perhaps reactive but _not_ ablative, armed
with SLAM packs and gauss-guns.  The relative vulnerability of their
ground forces to HEL fire might make an interesting contrast to their
advantages in
space.  Mandible-clashing brutality makes me think they'd have assault
infantry who'd be quick across ground, armed with short range but high effect
weapons and with Line armour (using the Gibson mods to the creation of
infantry). If they don't go for guided weapons, their AFVs might well lack
point defence. Sounds fun!

Rob

From: kx.henderson@q... (Kelvin)

Date: Tue, 3 Sep 1996 13:01:42 -0400

Subject: Re: Aliens in DSII/SGII

> On Tue, 3 Sep 1996, Robin Paul wrote:

> >I think Jon's view is that they are not the acid-for-blood types but

The Kra'Vak models from CMD for their tanks DO have turrets. Otherwise
they would not be very swift attackers as fixed-mount weapons can only
fire THEN move.