Bug Colonization Tactics

Arachnids colonize by projecting their spoor into space. Upon contact with a suitable planet, the spoors germinate and hatch a Queen/Brain Bug, which lays eggs that produce the appropriate number and ratio of Warriors, Hoppers, Tankers, and Plasma Bugs. Initially, an underground network of tunnels, living chambers, and storage areas are created. When the primary nest or colony (called "Bug Towns" by the MI) is adequately established and consolidated, Warrior and Hopper scouts are dispatched to seek out other life forms and/or suitable colonization sites. If life forms are found to present a possible challenge, the colony moves several thousand Warriors, supported by Hoppers, Tankers, and Plasma Bugs, to a position where the attack force is undetected but within effective striking range. A Brain Bug may accompany the force to direct and control. Warrior and Hopper scouts continue a covert reconnaissance until the Brain Bug decides the time and direction of attack.

Combat Assault Tactics Attacks are carried out in three waves. First, tunnels are laid underneath and surrounding the target areas allowing Warriors and Tankers to attack from beneath the defenders position.

Second, a swarm or wave of several thousand Warriors moving at top ground speed executes a frontal attack on the defender's positions. The objective is to overwhelm and overrun the defenders. At the height of this attack, at the peak of contact between the two forces, the tunneling Warriors and Tankers emerge in the midst of the defenders and commence an aggressive attack. Concurrently, Hoppers launch an aerial assault. The combination of surprise, overwhelming frontal charge, aerial attacks, and attack from below via tunnels is devastating to the unprepared. Which is a reminder to all Infantry of the importance of constant preparation.

Although the Warriors and Hoppers kill most every living thing in their path, the Arachnids are known to take prisoners. Leaders of the opposing force are sometimes targeted and taken to the Brain Bug where interrogation takes place via brain matter assimilation.

Strategic and tactical direction is believed to be conducted by a Brain Bug who remains safely in the rear until the tide of battle turns in favor of the attackers. Then she is moved to the battle site where prisoner interrogation and final annihilation of the defenders takes place.

At this point either the force pulls back to its pre-attack position in anticipation of possible counterattack or they consolidate their newly won territory and commence construction of a new "Bug Town."


BRAIN BUG

F: TY (6)
A: PR (4)
S: RM (30)
E: EX (20)
R: EX (20)
I: GD (10)
P: EX (20)
H- 60
K- 50 (subject to Judge deciding if the Brain Bug is intelligent.)

Powers: Proboscis: This weapon is used to penetrate a victems skull with TY (6) edged damage. The proboscis has PR (4) material strength. If the attack is successful, the target must make a check on the Stun Table.

Mind Probe: The Brian Bug is able to absorb a targets knowledge after it has successfully penetrated thier brain with it's proboscis by devouring the cerebral matter. This does TY (6) damage to the targets health, and drains 2 points of Reason, Intuition and Psyche per turn. The target must make a red Endurance FEAT to succeed in any task due to the great pain they will find them selves in. When a target reaches 0 Health, they will die, as their brain is completely absorbed by the Brain Bug.

Telepathy: The Brain Bug is able to control its colony with Telepathy. It has this power at RM (30) rank with a range of 250,000 miles. It is only able to use this power with other bugs.

Growth: The Brain Bug is 10 feet long and about 4 feet wide. It is +1 CS to be hit.

In Brief: Very little is known about this creature or even whether it actually exists. If it does it may be very large, (two or more metric tons) and female (she lays the eggs for the colony and may serve as the Queen of the colony). Believed to be capable of reason. May have intuitive and psycho-kinetic powers.
Weapons: Possible piercing claw or palp.
Weight: Unknown.
Speed: No data.
IQ: Unknown.


HOPPERS (OPILIONES)

F: RM (30)
A: EX (20)
S: RM (30)
E: IN (40)
R: FB (2)
I: FB (2)
P: FB (2)
H- 120
K- 6 (subject to Judge deciding if the Hopper is intelligent.)

Powers: Body Armor: EX (20) vs. physical and energy attacks, AM (50) vs. heat and fire.

Razor Wings: EX (20) edged damage. Normally used in charging attacks while the hopper is in flight.

Mandibles: RM (30) edged damage.

Gliding: RM (15 areas per turn, 225 mph) air speed.

Hyper-Leaping: MN (100' up/across, 150' down) rank. As a mode of transport, the Hopper travels at RM (6 areas per turn, 90 mph) ground speed.

In Brief: Similar to Warrior in terms of aggressiveness and agility. Equipped with wings for jumping and short flight capability. Has a low glide ratio (1:3). Weapons consist of cutting and slashing wings, attack claws, and a stinger (toxicity unknown). Often used in scout or reconnaissance missions. Has a ground speed equal to the warrior and an airspeed of up to 341 km/hr. Can also make single jumps up to 50 meters.
Weight: 485 kg.
IQ: 30


PLASMA BUG

F: PR (4)
A: PR (4)
S: IN (40)
E: UN (100)
R: FB (2)
I: FB (2)
P: FB (2)
H- 148
K- 6 (subject to Judge deciding if the Plasma Bug is intelligent.)

Powers: Growth: The Plasma Bug is 112 ' long and 38' wide giving it -4CS damage from physical attacks, but gives opponents +4 CS to hit it.

Plasma Burst: The Plasma Bug fires a burst of plasma from its rear end that does UN (100) force damage, IN (40) heat and IN (40) damage. This burst can be fired into low orbit and can only be used once every 3 turns.

Movement: The Plasma Bug is only able to move at FB (1 area per turn, 15 mph) ground speed.

In Brief: Believed to be non-aggressive and generally immobile. Capable of projecting a blue high-energy plasma material into a high planetary orbit. Also capable of projecting objects including asteroids and spoor pods (for transferring species to populate planets). The Plasma Bug is chemically unstable until contact with the Breeder.
Weapons: High-energy plasma used against spacecraft.
Weight: 7 metric tons.
Speed: Less than 2 km/hr.
IQ: 18


TANKER (AMBLYPYGI)

F: TY (6)
A: GD (10)
S: IN (40)
E: AM (50)
R: FB (2)
I: FB (2)
P: FB (2)
H- 106
K- 6 (subject to Judge deciding if the Tanker is intelligent.)

Powers: Body Armor: EX (20) protection from physical and energy attacks. Growth: The Tanker is 56' long and 19' wide. It is +3CS to be hit and takes -3 CS damage from all physical attacks.

Bio-Corrisive Fluid: The tanker can spit a bio-corrosive fluid that does AM (50) corrosive damage on the first turn, RM (30) on the second, GD (10) on the third, and PR (4) on the fourth turn. This fluid is at -2 CS on nonorganic materials. This attack can only be used once every 2 turns.

Mandibles: EX (20) edged damage.

Movement: The tanker can only move at PR (2 areas per turn, 30 mph) ground speed.

Hyper-Digging: The Tanker can tunnel at FB (1 area per turn, 15 mph) ground speed. They can tunnel through up to RM (30) materials.

In Brief: Tankers are as aggressive as warriors or hoppers and over 7 times their size and weight. Though less agile in appearance, they are capable of fast movement in combat situations and should never be viewed as slow or clumsy. Bio-corrosive reservoir carries approximately one metric ton of bio-corrosive liquid capable of dissolving MN body armor. Extremely corrosive against exposed flesh. Weapons consist of cutting and chewing mandibles and bio-corrosive spray with an effective range of approximately 50 meters.
Cross country speed: 35 km/hr.
Weight: 3.5 metric tons.
IQ: 35.


WARRIORS (UROPYGI)

F: RM (30)
A: EX (20)
S: RM (30)
E: IN (40)
R: FB (2)
I: FB (2)
P: FB (2)
Health: 120
Karma: 6 (subject to Judge deciding if the Warrior is intelligent.)

Powers: Body Armor: EX (20) vs. physical and energy attacks, AM (50) vs. heat and fire.

Claws: Capable of inflicting Ex (20) edged damage. These claws are armor piercing and thus reduce a target's armor by -2CS.

Mandibles: RM (30) edged damage.

In Brief: A very aggressive and highly agile creature that is extremely dangerous. Exoskeletal armor capable of withstanding temperatures above 500 C0 and blunt trauma of 5,000 foot/pounds. Shows a low reactive intelligence with possible telepathic guidance. Rapid reaction to potential threats with tenacious follow-through. Weapons consist of cutting and chewing mandibles capable of exerting pressure over 4,000 foot/pounds. Forward legs function as attack claws. Usually found with masses of other warriors that attack in swarm formations against targets. May sometimes be used in scout or sentry roles.
Ground speed: 64 km/hr with acceleration from 0 to 50 km/hr in 7.2 seconds.
Weight: 550 kg.
IQ: 30

Bug stats are all V 1.1 by Mancer and Razor


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