From: William & Lori Subject: Starship Troopers (original) variation Howdy Guys I won't claim this as totally original. My friend Richard Gutenkunst and I batted this one around a while back. His contribution is the Arachind rule, mine are for the humanoids. The sole purpose here is to give the Aliens a bit off punch and chrome, as was done for the M.I. back in General 13, No. 6 (I think that was the issue, if memory serves correctly). 1. Arachnids The main problems with Arachnids on the surface are lack of speed and armor. Now, with the failure of Operation Bughouse one would have to think some dead M.I.'s were laying around, plus the ones captured. This would give the Bug Brains access to this technology. The result would (conjecture here) give an idea of some personal armor and manuever jets for mucking about on the surface with Warriors. This would increase move and defense but hamper the Bug's infighting ability somewhat. Consider in later war scenarios (or DYO) one or two units from each Cell (Bug players option) as having values of 3-6-5, instead of the normal 6-3-1. 2. Humanoids 2.1 We have examples in the book of "flak" against Mobile Infantry in their descent on Humanoid planets. Johnny Rico describes the remoteness of possible hits due to countermeasures, but is a bit worried at one point. Consider each Humanoid instatllation counter AND decoy to have such Flak batteries around them. Each battery has a nine hex range and one shot in the Terran Special Functions Phase of the Drop (only). A Marauder or Commander in range can be attacked at 1-3 odds, a Scout at 1-2. Any results are in effect for the following turn. 2.2 The game contains three blank Skinny units that can be utilized and still maintain the fog of war. These represent Light Tanks and have values of 6-4-6, and a ranged attack of four hexes. Deployment as follows Scenario One=2, Scenario Three=3, Scenario Four=1. That's all folks. Not much, but it can add a bit off spice. William From: Steven Bucey Subject: Re: Starship Troopers (original) variation William & Lori wrote: > Howdy Guys > > I won't claim this as totally original. My friend Richard Gutenkunst and I > batted this one around a while back. His contribution is the Arachind > rule, mine are for the humanoids. The sole purpose here is to give the > Aliens a bit off punch and chrome, as was done for the M.I. back in General > 13, No. 6 (I think that was the issue, if memory serves correctly). > > 1. Arachnids > > The main problems with Arachnids on the surface are lack of speed and > armor. Now, with the failure of Operation Bughouse one would have to think > some dead M.I.'s were laying around, plus the ones captured. This would > give the Bug Brains access to this technology. The result would > (conjecture here) give an idea of some personal armor and manuever jets for > mucking about on the surface with Warriors. This would increase move and > defense but hamper the Bug's infighting ability somewhat. > > Consider in later war scenarios (or DYO) one or two units from each Cell > (Bug players option) as having values of 3-6-5, instead of the normal 6-3-1. > Well, the main problem with making human body armor is articulation around the joins of the limbs, and we only have 4. Also, from my point of view the bugs were useless *except* in close combat. So, why not give them augmented weapons along with the augmented armor, though I'd rate the armor less than for a MI, along with a long range (4 hexes?) attack capability sort of like a beem weapon. Give the MI a reason not to get to close... -- --------------------------------------- Always remember to pillage BEFORE you burn