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5150: New Beginnings - Alien Doc 001 - Two Hour Wargames

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SPUGS<br />

© 2011 ED TEIXEIRA – TWO HOUR WARGAMES 9/30/2011<br />

<strong>5150</strong>: <strong>New</strong> <strong>Beginnings</strong> - <strong>Alien</strong> <strong>Doc</strong> <strong>001</strong><br />

"Everyone deserves a second chance, but Spugs?"<br />

CURRENT HISTORY<br />

Spugs are definitely Xenoforms. According to the<br />

<strong>Alien</strong> Studies Institute (ASI) they could be the<br />

distance cousins of the Xenoforms linked to the<br />

Hafer Incident (1) but the Spugs are truly unique.<br />

When allowed to exist in peaceful close proximity<br />

with Basics they will emulate Basic behavior and<br />

desires. This can be both good and bad as the high<br />

number of Spug drunkards to be found in parts of<br />

<strong>New</strong> Hope City can attest.<br />

The Spugs that one will meet on <strong>New</strong> Hope are very<br />

different than the ones you meet on the battlefield (2) .<br />

These Spugs are usually Alphas and Omegas with a<br />

streak if independence and experience in<br />

commanding the lower Spugs known as Drones.<br />

When Drones are encountered they will always be<br />

led by an Alpha (1-2) or Omega (3-6).<br />

All Spugs are from specific demi-hives and therefore<br />

are shared larvae. Once they break pupae and<br />

emerge from their cocoon they shared a<br />

commonality that allows for non-verbal<br />

communication between members counting as if<br />

Combat Comm Linked. This also explains why all of<br />

the Spugs found in <strong>New</strong> Hope City cluster together<br />

in specific areas (3) .<br />

Spugs are usually Mercenaries (1-5) or Gunslingers<br />

(6) and it is often said that if you can’t afford a Grath<br />

at least hire a Spug.<br />

Spugs never retrieve their wounded trusting them to<br />

make it back to the Spug areas where they live.<br />

QRS<br />

(1) The “Hafer incident” refers to the first contact with the<br />

“Gallia 6 Biter”, which resulted in the unfortunate demise<br />

of the Xenoform studies laureate K. Hafer. From this<br />

notable incident has come the informal military tradition of<br />

naming the Xenoform after its first known victim.<br />

(2)Spug military forces are covered in another document<br />

geared for use with <strong>5150</strong>: Star Army.<br />

(3) To reflect this clustering Spugs will count a +2 to their<br />

2d6 roll on the How Many Grunts Table (<strong>5150</strong>: <strong>New</strong><br />

<strong>Beginnings</strong>, page, 118).<br />

REPUTATION<br />

Spugs can be Rep 3 Drones (1-2), Rep 4 Omegas<br />

(3-5) or Rep 5 Alphas (6).<br />

MOTIVATION<br />

Spugs are always Survival motivated when not in the<br />

military.<br />

GENDER<br />

Spugs are always male.<br />

ATTRIBUTES<br />

Spugs have the following Attribute Package.<br />

SPUGS<br />

ATTRIBUTE PACKAGE<br />

Driven: Will never seek cover and when<br />

encountering it will still move their maximum<br />

distance.<br />

Hard as Nails: Once during each Encounter the<br />

character will treat its first Obviously Dead result as<br />

a Knock Down result instead.<br />

Nerves of Steel: Treat Duck Back as if Carry On<br />

and never Outgunned. Not affected by Fear. Counts<br />

a +1d6 when taking the Charge into Melee Test<br />

Short Sighted: Counts a -1d6 when taking the In<br />

Sight Test.<br />

Slow Mover: Normal movement is 6". Will only roll<br />

1d6 when taking the Fast Move Test.<br />

PROFESSIONS<br />

Spugs are limited to the following two Professions:<br />

E4 - Gunslinger<br />

E5 - Mercenary


WEAPONS<br />

© 2011 ED TEIXEIRA – TWO HOUR WARGAMES 9/30/2011<br />

<strong>5150</strong>: <strong>New</strong> <strong>Beginnings</strong> - <strong>Alien</strong> <strong>Doc</strong> <strong>001</strong><br />

Spugs have access to a wide variety of weapons.<br />

See the Weapons Availability Section (<strong>5150</strong>: <strong>New</strong><br />

<strong>Beginnings</strong>, page, 17) for more info.<br />

ARMOR<br />

Spugs sometimes will have access to Armored<br />

Jackets based on their Profession. See the section<br />

called Armored Jackets (<strong>5150</strong>: <strong>New</strong> <strong>Beginnings</strong>,<br />

page, 18) for more info.<br />

COM-LINKS<br />

Spugs have access to all types of Com-Links.<br />

2 SPUG GENERATOR<br />

(2d6 added together)<br />

# REP FIT PEP SAV SCI WPN<br />

2 3 3 1 2 0 MP<br />

3 3 3 1 2 0 BAMP<br />

4 3 3 1 2 0 MP<br />

5 3 3 1 2 0 BAMP<br />

6 4 4 2 3 0 MP<br />

7 5 5 3 4 0 BAMP<br />

8 4 4 2 3 0 MP<br />

9 4 4 2 3 0 BAMP<br />

10 4 4 2 3 0 MP<br />

11 4 4 2 3 0 BAMP<br />

12 4 4 2 3 0 MP<br />

PEF RESOLUTION<br />

When including Spugs in your <strong>5150</strong>: <strong>New</strong><br />

<strong>Beginnings</strong> games any result of "5" in the LWC<br />

column on the What Are They Table (<strong>5150</strong>: <strong>New</strong><br />

<strong>Beginnings</strong>, page, 118) is a Spug. This replaces the<br />

Basic result currently listed.<br />

As mentioned previously, be sure to count a +2 to<br />

the 2d6 roll when rolling on the How Many Grunts<br />

Table.<br />

When a Gunslinger is encountered the highest Rep<br />

Spug will be the Gunslinger and the remaining<br />

Spugs will be Mercenaries.<br />

QRS


© 2011 ED TEIXEIRA – TWO HOUR WARGAMES 9/30/2011<br />

<strong>5150</strong>: <strong>New</strong> <strong>Beginnings</strong> - <strong>Alien</strong> <strong>Doc</strong> <strong>001</strong><br />

2 SPUGS REACTION TESTS<br />

DUTY MOTIVATED<br />

REASON PASS 2D6 PASS 1D6 PASS 0D6<br />

Received Fire (Ldr) * All:<br />

All:<br />

All:<br />

Carry On<br />

Carry On<br />

Carry On.<br />

Man Down (Ldr) * All:<br />

If group at 1/2 strength or All:<br />

Carry On.<br />

less:<br />

Take Cohesion Test.<br />

Take Cohesion Test.<br />

Otherwise:<br />

Carry On. .<br />

Cohesion Test (Ldr) *<br />

Taken by group<br />

Recover From Knock<br />

Down<br />

Armored allowed to roll 3d6<br />

instead<br />

All:<br />

Carry On.<br />

All:<br />

Stunned. Figure may<br />

not act or react until<br />

having spent one full<br />

turn of activation<br />

doing nothing.<br />

Driver Disabled All:<br />

Vehicle moves<br />

forward 3" and comes<br />

to stop.<br />

2 SPUG GENERATOR<br />

(2d6 added together)<br />

# REP FIT PEP SAV SCI WPN<br />

2 3 3 1 2 0 MP<br />

3 3 3 1 2 0 BAMP<br />

4 3 3 1 2 0 MP<br />

5 3 3 1 2 0 BAMP<br />

6 4 4 2 3 0 MP<br />

7 5 5 3 4 0 BAMP<br />

8 4 4 2 3 0 MP<br />

9 4 4 2 3 0 BAMP<br />

10 4 4 2 3 0 MP<br />

11 4 4 2 3 0 BAMP<br />

12 4 4 2 3 0 MP<br />

QRS<br />

If group at 1/2 strength or<br />

less:<br />

Retire.<br />

Otherwise:<br />

Carry On.<br />

All:<br />

Out of the Fight.<br />

All:<br />

Vehicle moves<br />

forward 3" (1-2), veers<br />

left (3-4) or right (5-6)<br />

and comes to stop.<br />

All:<br />

Retire.<br />

All:<br />

Obviously Dead.<br />

All:<br />

Vehicle moves<br />

forward 6" (1-2), veers<br />

left (3-4) or right (5-6)<br />

and comes to stop.<br />

SPUGS

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