Bugs in SG2

5 posts ยท Sep 26 1996 to Sep 27 1996

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

Date: Thu, 26 Sep 1996 16:35:00 -0400

Subject: Bugs in SG2

This is a followup to my previous post, which described command and control,
psychology, and some special rules. An earlier post described more background
and stuff, if you need that let me know. One of these days, I'll put up a Web
page.:)

Here are the stats for the various bug forms and the weapons they use. Please
note the combat move is slightly different for some of them (the forms that
are "charging" forms have a better move ability).

I have a scenario put together for these, but I haven't had time to try it
yet.

See what you think!

John

------

Bug Type 1 (Skirmisher)
-----------------------

The smallest form, it is only 1m tall or so. It travels on the back four limbs
most of the time, and the upper pair of limbs are manipulative
members (with a four-clawed hand).  It carries a ranged weapon derived
from plants. Two different weapons have been observed, differing in the ammo
used, which affects the range and strength of the attack. The longer range
weapon fires a thorny spike, the other fires a seed pod that explodes when it
strikes a target.

Speed: 6" (d6x2 for combat move) Armor: d4 (tough hide) Troop Quality: Regular
Unit Size: 5 to 10 Instinctive Behavior: Hunt

Weapons:
   type 1 - spikes - FP 1, Impact d10
   type 2 - pods - (range limited to two increments) FP 2, Impact d8

Bug Type 2 (Hopper)
-------------------

Closely related to the Skirmisher form, the Hopper is slightly larger, with
stronger limb muscles. It does not carry a weapon, but the middle two
limbs have evolved into long, razor-edged claws.  It travels on the hind
pair of limbs, running and bounding in a series of short jumps. It can cross
an obstacle (such as a wall) 2" tall without movement penalty, or up to 4"
tall by spending 2 movement factors for the jump.

Speed: 8" (combat move is 12 + 1d6")
Armor: d4 (tough hide) Troop Quality: Regular Unit Size: 5 to 10 Special: gets
a 1 die shift up in close combat for the bladed claws Instinctive Behavior:
Charge

Bug Type 3 (Attacker)
---------------------

The most feared form, the attacker is 2m tall. Strongly muscled, and very
tough, it also relies on close assault. It travels on the hind pair of limbs,
the middle pair have manipulative hands (whose only real purpose seems to be
to grip a victim), and the upper pair have a large,
three-bladed claw instead of a hand.

Speed: 8" (combat move is 12 + 1d6")
Armor: d8 (tough carapace and hide) Troop Quality: Veteran Unit Size: 4 to 6
Special: = gets 1 die shift up in close combat for claws = causes terror in
close combat Instinctive Behavior: Charge

Bug Type 4 (Warrior)
--------------------

The leader and soldier form. Physically the tallest form, over 3m tall.

It also is adapted to walk upright on the rear pair of limbs. The middle pair
of limbs are short, clawed arms. The upper pair are manipulative, and a wide
variety of weapons have been observed. The common combinations are two swords,
sword and spiner, the "Belcher", or the heavy spiner. The weapons are
described below.

Speed: 6" (combat move is d6x2) Armor: d12 (armored carapace) Troop Quality:
Elite Unit Size: 2 to 4 (sometimes occuring as individual models)
          - 1 model has a belcher or heavy spiner
Special: = gets 1 die shift up in close combat (size) = gets another die shift
up if armed with sword = causes terror in close combat = intelligent, does not
rely on instinct

Weapons: Spiner: a small weapon that fires out a cloud of sharp spines = Close
range only, FP 2, Impact d8 Belcher: a large weapon that uses compressed gas
to fire a large pod containing a powerful acid. The pod bursts when it hits a
target. = support weapon, d8, Impact d10 (affects vehicles, x2 for MAJOR
penetration) Heavy Spiner: a large weapon, fires clusters of spines to long
range = support weapon, d12, Impact d8

***********************************************************************

From: Rick Rutherford <rickr@s...>

Date: Thu, 26 Sep 1996 16:47:16 -0400

Subject: Re: Bugs in SG2

I've been thinking back and forth about aliens, bug behaviour, turning bug
behaviour into algorithms, Heinlein's Starship Troopers, and stuff like that.

You know what would be a wild idea...

What if the "bug army" was led by scouts who left pheromone scents on the
ground? The guy playing the bugs would drop a cardboard counter on the table
to represent those pheromone scents every time his scounts or leaders moved,
and the "bug squads" following those scents would be required to follow the
"orders" that those scents represented.

The scouts start off by leaving "move forward" pheremone counters every move,
and the "bug squads" would follow them in column formation.

When the scounts find an enemy force, they leave an "attack!" pheremone
counter on the table, and then turn left or right.

When the "bug squad" comes across an "attack!" scent, it changes to a
dispersed formation and runs forward.

These pheremone counters would have to wear off quickly, say in 1 or 2 turns,
otherwise the table would get filled with counters. But when a squad leader
bug comes across one of the scouts' pheremone counter, it should be able to
drop its own identical pheremone counter to reinforce it for the following
squads.

Just another half-baked idea...

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

Date: Thu, 26 Sep 1996 17:08:42 -0400

Subject: Re: Bugs in SG2

In message <Pine.SUN.3.94.960926163445.5155D-100000@ss1.digex.net>, Rick
Ruther
> ford writes:

Oooo, I like it.

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

Date: Thu, 26 Sep 1996 17:15:12 -0400

Subject: Re: Bugs in SG2

In message <Pine.SUN.3.94.960926163445.5155D-100000@ss1.digex.net>, Rick
Ruther
> ford writes:

Sorry about that, I meant to add more than just "Ooo, I like it."

I'm not much up on real bugs, but I've seen plenty of a-life simulations
of insect behaviour.

What I think would happen here is that the bug forces send out lightly armed
scouts to make contact with the enemy. Once the forces make contact, the bugs
would head back home leaving phermones behind them. Once back, the forces
would be sent forward to follow the phermones.

This adds some extras. You would try harder to kill the scouts, since they
haven't laid their phermone trail yet. A mobile force, assuming they saw the
scouts, might try and organize an ambush around the phermone trails, or even,
if they can detect them, follew them back home for a counter attack!

From: Michael Llaneza <maserati@e...>

Date: Thu, 26 Sep 1996 21:10:20 -0400

Subject: Re: Bugs in SG2

> I've been thinking back and forth about aliens, bug behaviour,

Right on the money!

> What if the "bug army" was led by scouts who left pheromone scents on

Nice thought.

> The scouts start off by leaving "move forward" pheremone counters

Okay, here's the rule... In DSII (I don't have SGII yet) the "bug" infantry
will follow the order counter closest to them. In the case of confusion, the
bugs will follow the order they were on last turn. Bug scouts may carry 2
order counters, and leaders may carry four. A leader or scout may lay one
order counter at any point during their move.

There are a few areas left to develop:

* Point costs * Rules that vary the number of order counters a leader may
carry based on its leadership rating * Gaining back order counters * Changing
this to limit the number of different orders may be carried