SGII -- Scenario with alien creatures

13 posts ยท Apr 2 2002 to Apr 3 2002

From: John Crimmins <johncrim@v...>

Date: Mon, 1 Apr 2002 19:17:52 -0500 (EST)

Subject: SGII -- Scenario with alien creatures

(This became somewhat longer than I had expected, folks....)

Okay, so, I have a Plan.

For an SGII scenario, that is. However, I need to gather some input before I
can turn it into a functional game. Hence: an appeal to the vast and cool and
unsympathetic intellects of the GZGList.

The basic scenario is pretty simple: Force A meets Force B, and they proceed
to shoot each other to bits. There is, however, a complication: the Beasts.

The Beasts (I need a better name, but that will do for now) are quadrupeds, a
little more massive than your standard terran cow. For those interested, I'll
be using some of the Star Wars Episode 1 creatures that were sold in
sets of four, enclosed within bags of slime -- the roundish sort of
quadrupeds with
really tiny heads.  There will be a good-sized herd of them on the
table, maybe a dozen or so.

(My efforts to find a good picture have failed, but in this one:
 http://www.whitesguide.com/carditem.asp?which=332  ...the creature that
I'm talking about is second from the left.)

Those tiny heads are important, as I'll explain in a moment. You see, the
Beasts are herbivores, subsisting on a diet of roots and grasses. But their
*favorite* food is the seedlings of a particular plant...let's call it a
rifletree. The seeds develop within hard shells, totally impervious to the
teeth of the Beasts...but when they are ready, these pods burst with sharp
cracks!,
spraying a sort of greenish-blue goo over the immediate area.

(I can't remember the name of it, but I believe that there *is* a plant that
scatters its seeds in a similar fashion. Anyone know what it is?)

The sound of a rifletree pod bursting will draw Beasts from miles around,
eager to devour the resulting goo. This is, indeed, the point: the
seedsimbedded in the goo pass through the Beasts' digestive systems without
harm, and will end up being "deposited" a good distance away from the parent
tree.

As an interesting coincidence, the sound of a detonating rifletree is
remarkably similar to that of a gunshot. And since one detonation often
triggers the
*rest* of the pods on the tree -- as well as those nearby -- to burst in
rapid succession, it sometimes sounds like an extended gunfight going on.

You're all smart people; you can see where this is going. As soon as one side
or another opens fire, they're going to trigger a stampede of Beasts, all
charging towards the source of the sound. They're not really agressive
creatures, but they are quite remarkably dimwitted...and they have a really
poor vision and smell, so it's going to take a little while for them to figure
out there isn't rifletree goo in the offing. They will cheerfully trample
anything or anyone that gets in the way of their dinner

Now, in their defence, they have fat. Lots and lots of fat. It takes a lot of
damage to kill an adult Beast; predators often tear off bits, leaving
horrendous wounds that would kill most animals. The beasts, however,
survive...and don't even feel much pain, since the fat deposits are pretty
insensitive areas. As a result, gunfire isn't going to do much to discourage
them. It's doubtful that they will even notice at first.

So the question is: how do I handle all of this in game terms? To start out,
the Beasts will move randomly, if slowly, until the gunfire begins
-- d6 inches
in a random direction, determined by the roll of a d12. Once they start
charging, though...d8 inches, twice a turn, towards the source of gunfire?
They are determined, but they have these stubby little legs to deal with. As
targets, they are easy to hit (treat as one range band closer than normal),
but very resistant to damage. d10 armor, ignore any "Wound" results? That's
against standard small arms; they might have d6 armor vs. a plama gun.

What's a good mechanism for trampling, though? And how can I deal with a
*different* source of gunfire when the Beasts are already charging? Any
brilliant ideas?

(I've had another fun thought, as well: If rifletree detonations draw Beasts
from miles around, they're llikely to draw some predators that *feed* on the
Beasts, too. There are some nasty lizard creatures that came from the same set
as the figures that I'll be using as the Beasts.....)

From: Beth Fulton <beth.fulton@m...>

Date: Tue, 2 Apr 2002 11:50:04 +1000

Subject: RE: SGII -- Scenario with alien creatures

> -----Original Message-----

> (I can't remember the name of it, but I believe that there

Lots of different plants use this method (e.g. the legumes), one of the best
known are the Gorse.

> You're all smart people; you can see where this is going....

This could be funny;)

> Now, in their defence, they have fat. Lots and lots of fat.

I doubt they'd be completely insensitive (they're going to want to know a
predator has just bitten them on the butt so they can try and get away from
it). However, pain could make their stampedes more chaotic or they could turn
to try and defend themselves...

> As a result, gunfire isn't going to do much to discourage

Assuming you don't hit those tiny heads.

> So the question is: how do I handle all of this in game

I'd probably even leave them as stationary until gunfire starts up (consider
them grazing or resting up).

> Once they start charging, though...d8 inches, twice a turn,

I'd play it this way first and have them effected by wounds if they prove too
overwhelming.

> That's against standard small arms; they might have d6 armor

Or d4, all that fat may just mean they cook up nice;)

> What's a good mechanism for trampling, though?

When a squad is hit by a stampede treat them as being in CC with PA (the
beasts). I'd probably rate the beasts as D8 or D10 quality for this. This way
some may be able to escape with scratches, but the majority of riflemen will
be in big trouble if they don't get out of the way first (which is probably
fair). You can consider any "wounded" beasts as ones that tripped as they ran
or ones where the squadie got a final shot off as they were hit or something.
If you're getting too many dead beasts from this interaction up the quality
die or say that when resolving casualties after CC for the
beasts 1 = dead, 2-3 = wounded, 4-6 = stunned.

> And how can I deal with a *different*

Have them always head for the closest. Or have each beast on the edge of the
herd (so the lead on, and leftmost/rightmost ones) do a reaction test,
if they pass they continue as they are, if they fail they head off for the new
sound (or vice versa) with any beasts behind them following them (so you may
well see the number of herds increase as they split and head in different
directions).

> (I've had another fun thought, as well: If rifletree

I'd say the predators are a bit more cautious in their approach or try to set
up near the "explosive noise" and ambush as the beasts come in. On top of the
danger for the riflemen of running into said preds, the facts preds do this
would make the beasts pretty scittery around the goo (and thus the firefight),
so more likely to stampede if something scares them.

Cheers

From: Laserlight <laserlight@q...>

Date: Mon, 1 Apr 2002 21:27:05 -0500

Subject: Re: SGII -- Scenario with alien creatures

> > As a result, gunfire isn't going to do much to discourage

Or if the heads don't contain anything vital. If you have
high-velocity seeds popping out, it might be prudent for these
critters to keep eyes, brains etc somewhere not too close by their mouth.

> > And how can I deal with a *different*

Have them go for the closest. You may want to think about whether
these jabberwocks will recognize machinegun fire as rifle shots--IIRC
the WW2 German MG42 fired fast enough that it sounded more like ripping cloth
instead of distinct shots.

I can also see plasma bolt hitting a rifle tree--*boom*! and seeds fly
in all directions. You might call it the equivalent of an antipersonnel bomb
going off.

From: Brian Bell <bkb@b...>

Date: Tue, 2 Apr 2002 08:39:13 -0500

Subject: RE: SGII -- Scenario with alien creatures

Hello, my comments below are marked by [Bri]

-Brian Bell

[quoted original message omitted]

From: John Crimmins <johncrim@v...>

Date: Tue, 2 Apr 2002 10:54:01 -0500 (EST)

Subject: RE: SGII -- Scenario with alien creatures

Having gotten a better look at the creatures when I got home last night, I
appear to have underestimated their size a bit: in scale, their backs are
about seven feet high at the tallest point, about the same width around at the
point of greatest girth, and stretch some eleven feet from nose to tail.

Obviously a force to be reckoned with, especially when crazed by hunger.

(Hey, I think that I've just created my squad for Carnage Con Queso next
year!)

> Hello, my comments below are marked by [Bri]

Being a lazy cuss, I'm going to reply to the both of you at once....

> Now, in their defence, they have fat. Lots and lots of fat.

I doubt they'd be completely insensitive (they're going to want to know a
predator has just bitten them on the butt so they can try and get away from
it). However, pain could make their stampedes more chaotic or they could turn
to try and defend themselves...

[Bri] Agreed. How does the animal protect itself from preditors?
Charge them like Rhinos & Elephants? Run away (they do not seem the gazelle
type)? Fast Healing and regeneration? Poison glands on skin? Some reaction
should be observable.

Bulk is one factor -- they're just too damn big for a lot of carnivores.
And for those that *can* take them on, all of the vital organs are protected
by that big
layer of flab -- it takes work to kill a Beast, and while the predator
or predators are working on killing the chosen victim, the rest of the herd
can shuffle off to Buffalo.

At least, that was the assumption. I'm also guessing that their skulls are
pretty thick, making the heads an undesirable target

Any of this remotely plausible? It's not like I'm making it up as I go along,
or anything like that! No, no, not me....

But in any case, having attacks make them run faster...that only makes sense,
really. Start the charge at d8 inches, increase it to d10 when they start
taking hits?

> I'd probably even leave them as stationary until gunfire starts up

[Bri] Stationary or moving 2-3" each turn somewhat randomly.

Yeah, I've got to remember the difference between figure scale and ground
scale....

> Once they start charging, though...d8 inches, twice a turn,

> I'd play it this way first and have them effected by wounds if they

[Bri] Agreed. You don't want them too difficult to kill (but not
too easy either).

Must do some playtesting, obviously.

> What's a good mechanism for trampling, though?

> When a squad is hit by a stampede treat them as being in CC with PA
This
> way some may be able to escape with scratches, but the majority of

[Bri] This sounds good!

Enthusiastically agreed

> And how can I deal with a *different*

> Have them always head for the closest. Or have each beast on the edge

[Bri] Yes. I would think that they would deal with the greatest
and closest danger first. If there is no gun fire near the heard, and no new
casualties, they should move toward the potential food. But if there is (close
fire or fighting), they should stay and protect themselves.

A reaction test, yes...that's perfect. And if it splits the herd into two or
more smaller herds, so much the better. Anything that gives the GM a chance to
roll some dice and move some miniatures around is a good thing!

> (I've had another fun thought, as well: If rifletree

> I'd say the predators are a bit more cautious in their approach or try

That will work out well -- anything to make the scenario more chaotic.
Complete chaos (when kept to a reasonable size) makes for fun gaming.

[Bri] You can also add some interesting characteristics to the plants.
Perphaps the plants are sound sensitive. If one goes off the others are
triggered to go off as well. Perhaps gunfire could set off the plants. The goo
could be sticky or slippery. Either way could effect movement of
soldiers caught in it (shift down 2"/1 die type).

Oh, that's good...and if the Beasts are close enough to smell the goo, then
they'll have another reason to get up close and personal, won't they?

"Sarge? It's...it's...*licking* me, Sarge! Make it stop!"

Thank you both for the input -- much food for thought!

From: John Crimmins <johncrim@v...>

Date: Tue, 2 Apr 2002 11:05:55 -0500 (EST)

Subject: Re: SGII -- Scenario with alien creatures

On Mon, 1 Apr 2002 21:27:05 -0500, "Laserlight" <laserlight@quixnet.net>
wrote:
> > > And how can I deal with a *different*

Um. Good point. I would think that small arms fire would sound close enough to
what they're used to, but I don't hear a lot of small arms fire these days.
Every once in a while, when I'm working late, but not on a regular basis
-- thankfully.

> I can also see plasma bolt hitting a rifle tree--*boom*! and seeds fly

I hadn't thought of them as quite that explosive -- more sound and fury
than actual force. How do the real plants that use this mechanism function?

From: KH.Ranitzsch@t... (K.H.Ranitzsch)

Date: Tue, 2 Apr 2002 18:21:37 +0200

Subject: Re: SGII -- Scenario with alien creatures

[quoted original message omitted]

From: KH.Ranitzsch@t... (K.H.Ranitzsch)

Date: Tue, 2 Apr 2002 18:24:02 +0200

Subject: Re: SGII -- Scenario with alien creatures

[quoted original message omitted]

From: Beth Fulton <beth.fulton@m...>

Date: Wed, 3 Apr 2002 10:47:43 +1000

Subject: RE: SGII -- Scenario with alien creatures

G'day,

> Bulk is one factor -- they're just too damn big for a lot of

Based on Terran fauna all animals will have some form of "that doesn't feel"
good ability and response (from bacteria up), otherwise you could end up with
a situation where every member falls victim to their inability to feel. Not
very good in the grand scheme of continuation of the species;)

Cheers

From: Beth Fulton <beth.fulton@m...>

Date: Wed, 3 Apr 2002 10:49:34 +1000

Subject: RE: SGII -- Scenario with alien creatures

G'day,

> Mostly not that powerful. Usually some kind of spring-loaded

The pod dries increasing the tension and then bang. Some of the larger seed
pods (the ones with 2" seeds) can be quite impressive (and painful!!).

Cheers

From: John Crimmins <johncrim@v...>

Date: Wed, 03 Apr 2002 09:13:22 -0500

Subject: Re: SGII -- Scenario with alien creatures

> At 06:21 PM 4/2/02 +0200, you wrote:

That would work well for another game; mobile cover, of a sort. Probably
better suited for an FMA game....  I've got a half-formed idea involving
rustlers in the far future; it might be worth pursuing that.

From: John Crimmins <johncrim@v...>

Date: Wed, 03 Apr 2002 09:15:46 -0500

Subject: RE: SGII -- Scenario with alien creatures

> At 10:47 AM 4/3/02 +1000, you wrote:

Oh, no, I don't see these creatures as being completely immune to pain...just
irritatingly difficult to kill. That's the main thing.

From: Glenn M Wilson <triphibious@j...>

Date: Wed, 03 Apr 2002 18:00:30 EST

Subject: Re: SGII -- Scenario with alien creatures

On Tue, 2 Apr 2002 10:54:01 -0500 (EST) "John Crimmins"
> <johncrim@voicenet.com> writes:
<snip>
> "Sarge? It's...it's...*licking* me, Sarge! Make it stop!"