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