Hi I am new to this group. I was wondering if anyone had come up with any
stats for Warzone or other backgrounds for Stargrunt. I hve seen some pretty
cool conversions for Aliens and Kryomek. I have the figs so would be curious
if it has been done. The archives for this group are pretty vast. I've
searched but have yet to find anything. Thanks I look forward to being aboard
since FT, DS2 and SG2 are some of my favorite rule sets!
G'day John,
> I was wondering if anyone had come up with any
Some of the guys here do use Warzone figs in SG, but I'm not sure whether
they've just given them stats to match what the model si carrying or whether
they've been made more background specific (the former I'd guess).
Best of luck
Beth
In a message dated 7/12/01 1:16:09 AM Eastern Daylight Time,
> owner-gzg-digest@lists.CSUA.Berkeley.EDU writes:
> Hi John, when my group first started playing
Thanks Kevin. Really what I am looking for how the BIG FUGLIES and vehicles
(along with most of the Dark Legion troops) are rated up by folks. I can give
it a shot but no point in doing so if someone else has beaten me to the punch!
;D
These are just quick-hit ideas, totally unplaytested.
Have you tried using the vehicle rules for things like
the Maculator and Bio-Giant? That might work. Or,
giving them multiple "wounds" might work as well. Given their background, you
could try letting them ignore one suppression result, but they would still be
pinned down by two or more.
We did play a game once with undead legionnaires. It was a GMed scenario of a
fight between Bauhaus and Capitol. They were both unaware that a force of
legionnaires was in the area.
We played them straight up as the walking dead. They ignored suppression
results and required a "dead" roll on impact vs. armor to be killed. They also
didn't seek out cover and had green or untrained quality.
Basically they just shambled toward whatever unit was closest and fired if in
range or moved forward for a final close assault... "Brains... mmmmm."
A small number of undead made for a very tense game with both sides eventually
realizing they had to cooperate to survive.
> >
HREF="http://hometown.aol.com/jleahy5555/myhomepage/collection.html">
> 'ALL ABOUT MINIATURES'</A>
> In a message dated 7/12/01 1:16:09 AM Eastern Daylight Time,
This will be the third time I've posted this list of "alien traits".
Since I have a bunch of the undead legionairres (and Necromutants), I
purposefully tried to include traits that I thought appropriate when I made up
this list.
You might find it useful for ideas. Feel free to add to it and make comments
on it.
Necromutants I'd make Fearless, and Edgy. Nepharites would probably by
Fearless, Edgy, Telekinetic, and a whole bunch of other things.
DarylL
--------
Notes: It hits me that it might be nice to have a list of traits that could be
combined to create stargrunt aliens. Most of these should be psychological in
nature (in theory).
Examples: Psycorp Forces (from Babylon 5): Telepathy (LOS), Terror (ie Mind
attacks), Natural Sensors (d6)
Space Orcs: Close Combat Tendency, Edgy (Aggressive), Insensitive, Leadership
by Prowess, Uncaring
Space Goblins: Uncaring, Leadership by Prowess
Kzin: CC Lethality (lvl 1), Speed +1, Edgy (Aggressive),
Individualistic, Natural Sensors d6
Space Undead (Undead legionairres from MC): Automatons, Fearless, Mindless
Traits: Teleportation Spend an entire turn (one action to disappear, one
action to appear) to move anywhere on the board. MAY be used to close assault.
Teleportation (LOS) Spend an entire turn to move anywhere in LOS. May be used
to close assault.
Telekinetics Thrown objects, getting picked up and slammed into the ground
Grant a firepower (0.5-3 depending on strength), impact d6
Flight/Jump Packs
12" Movement
Easy: All terrain but forest/woods/jungles.
Difficult: forest/woods/jungles
Terrain Specialty Move a terrain type for movement purposes into another
category (ex. Fish Folk might find Open Water Poor terrain instead of
Impassible).
Telepathy Automatic transfer of command points.
Telepathy (los) Automatic transfer of command points in los.
Terror Causes terror to opponent. Close Combat only.
Natural Close Combat Lethality
lvl 1 - +1 die shift in CC
lvl 2 - +2 die shift in CC
Speed
lvl 1 - +2" in movemenT
lvl 2 - +4" in movement
Close Combat Tendency Need not take reaction test for Close Assaults, may not
break off close assaults, forced followups on close assaults (if enemy within
1 action theoretical assault range). Suppression may be removed by declaring a
charge.
Natural Sensors Grants a greater than d4 for spotting rolls for unaided
checks. Note: Maybe telepathic in nature.
Edgy (Aggressive) These are troops that have a stronger fight instinct than
flight instinct.
As morale drops, more likely to charge/attack (until they rout).
CO - everything is peachy-keen
ST - Discipline is frayed, troops are muttering about not being
aggressive enough (ie We must leap-and-tear!)
SH - Discipline is breaking down, Roll reaction test to move away
from nearest enemy in LOS or nearest hidden enemy marker.
BR - Discipline is frayed, Roll reaction test to do anything else but
fire on nearest enemy (unless the action you wish to perform is a close
assault). Troops begin taking unnecessary risks, subtract 1 from all wound
decisions from ranged fire.
RO - Roll when routed, 1-5 Flight instinct kicks in and unit behaves
as Timid when routing. 6-10 Beserk kicks in, unit tries to close
assault nearest enemy unit in LOS. No reaction test required. If no enemy in
LOS must go looking for enemy. A beserk unit is treated as Fearless (see
below). Should a fleeing unit find itself about to be captured roll again (yes
you can turn on those troops that are about to grab you).
Edgy troops always test at Level + 0 for Close Assaults.
Note: You must rethink mission motivation when using Edgy troops. A High
motivating mission would be one where dicipline is extremely important (ie
holding back from a fight and waiting for your
opponent to come to you (defensive missions/ambushes)).
Low motivation mission would be those that you wish to attack or the
commanders have a large amount of freedom (assaults on strongpoints, and
patrols).
Calm As morale drops, not much happens (until they rout)
CO - fine
ST - fine
SH - as ST for timids
BR - as SH
RO - as BR
Timid Same as human morale
Erratic As morale drops, things fall apart faster. Treat all confidence levels
as one worse (ie CO as ST).
Insensitive (Wound resistant)
+1 for wound decisions from fire combat, +0 for wound decisions from
close assaults.
Regenerative
+2 for wound decisions from fire combat, +1 for wound decisions from
close assaults.
Tough/carpace
+1/+2 die shifts for armor, if the alien wears body
armor. assign an armor level if the alien wears no body armor.
Uncaring May leave casualties behind, without penalty. (ie ignore the two
lines about leaving casualties behind for confidence checks). Note uncaring
troops tend not to often have High Mission Motivations.
Leadership by Prowess Bad leadership ratings (very few 1's, alot of 3's).
Leaders may have addition CC prowess.
Indiviualistic Increased command radius by 2"
Fearless Suppression has no effect them. Since suppression is a survival
instinct, treat all minor successes as a major success.
Mindless Need not make confidence checks or Reaction Tests
Automotons Panic without Squad leader, unable to pick new squad leader (may
reform into existing squad however). Panic must then be removed, by new squad
leader.
Worship Troops worship their leaders (ie may even BE their gods), death of a
designated figure(s) result in confidence check. Add the following 2 lines to
the confidence check table Low Medium High Death of Worshiped figure 6 4 2
For each Worshiped figure dead +3 +2 +1
Large Your troops are huge, treat them as size 2 (3) targets.
Thanks Kevin and Daryl!:D I appreciate your help. This also gives me some
ideas for other backgrounds!