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
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