second wave
Posted: Sat Oct 27, 2012 7:13 am
Since there was never any actual leadership for the bugs and it was to the GM's discretion, I decided that the "Queen Bee" would not be with the initial force and would follow with reinforcements in an idea I had for a SF game not long ago, where Norad and the bug hunters were starting to get the upper hand. But when I started work on the Tier 4 Queen, I came up with some other ideas to unleash on the bughunters and came up with a bunch of others.
Since the game never came to be because my group wanted to go in other directions, I figure I might as well share a couple...
(apologies for the stats layout, I use a spreadsheet for all my bugs to make it easier)
Grosshopper (Tier 0)
The Grosshoppers are thought to be more of an obedient pet to the bugs than a member of their hierarchy. Looking like a genetic mix of a grasshopper and a Rottweiler, the beasts respond even to the instructions of Army Ants and Razor Moths, although because of their low intelligence, they are difficult to control. Like the Killapede, the Grosshopper is not an energy based creature like the other bugs, instead it is a carnivore. By nature a pack hunter, Grosshoppers have a natural secretion that they spit on their prey before they kill it which other Grosshoppers can smell for up to a thousand feet. This spit is thick and difficult to clean off, not to mention smells horrible.
A new favorite tactic of the bugs is to unleash a pack of Grosshoppers against suspected human defensive positions, to soften them up and pinpoint locations. The scent, when mixed with blood is also known to throw them into a feeding frenzy, where they will lash out at any non-bugs within reach (silkworms zombies are fair game). The hoppers are more than willing to oblige providing their bug masters let them feed, making an unnerving chattering sound as they hunt. Their massive hind legs give them the ability to leap upwards of thirty feet
Appearance: Four feet at the shoulder, Grosshoppers look like a muscular monstrous grasshopper. Their head is similar to that of the “true” bugs, except they have a gaping maw of razor sharp teeth similar to those of a shark.
Stats:
HP 25
SDC 70
AR 8
Horror Factor 12
PPE 2d6+8
ISP 20
Attacks Bite 3d6, trample 2d6, kick 2d6
initiative +2
attacks+4
strike /parry/ dodge bonus +1/+1/+2
size 4ft long, 2-3ft tall
notes: Jump up to 30 ft, spit noxous goo that others can hone in on (+25 to track)
Razor Moth (Tier 1)
Another new subspecies of the bugs to appear, the Razor Moth is a lower caste that provides its Army Ant cousins with air support on the front lines of any conflict. Smaller than the ants, the Razor Moth is easily identified by the massive spines that sprout from their upper set of arms from wrist to elbow. The spines are incredibly sharp, and used by the Moths in flight to slash humans by flying close to them at a high rate of speed (faster than Killer Bees). Though they look similar to their Army Ant cousins, they were dubbed Moths because they have a tendency to be drawn to be drawn by open fires.
Razor Moths suffer from the same issue as Army Ants, as they require the direction of another bug or they become distracted and disoriented. They will obediently follow the orders of any higher tiered bug with one exception, the Killer Bee. Observers have seen if in the same assault group, Killer Bees that slip into their mindless aggression mindset tend to go after Razor Moths if they are present, while if a Killer Bee is leading a flight of Moths, the Moths are somewhat defiant, to the point that some Exterminator squads have learned to exploit this by targeting Bees to encourage the bug infighting. On the other hand, if a flight of Moths are led by a Fire Fly, it’s best to take cover or get clear as quick as you can. They are also a favorite of Assassin Bugs.
Though they can and do when the other bugs direct them to, Razor Moths seem to avoid travelling in their energy form. Instead they prefer to fly where they have to go. Because of this they are rarely found far from the Bugtowns unless part of a battle group.
Appearance: Razor Moths look very similar to Army Ants, with a few distinctive characteristics. They are shorter, the tallest being only six feet. They have fairly large wings (seven foot wingspan) that only partially fold up if the Moth needs to. Unlike Killer Bees, a Razor Moth that loses the ability to fly due to a damaged wing no longer thinks clearly and more often than not will attempt a suicidal attack on those responsible (80% chance). They also have six overlapping spines on their upper set of arms that go from their wrist and extend passed the elbow at form a saw like blade that can slash through NORAD body armor with a flight past. Razor Moths are reddish brown in color, with brown wings.
Stats:
HP 35
SDC 110
AR 12
Horror Factor 10
PPE 4d6+25
ISP 65
Attacks bio blaster 4d6/8d6, Claws 2d6+8, punch 2d4+5, bite 1d6, wing slap 4d6+10
initiative +2
attacks+3 (5flying)
strike /parry/ dodge bonus +4/+4(7)/+7(7)
size 5-6ft
Since the game never came to be because my group wanted to go in other directions, I figure I might as well share a couple...
(apologies for the stats layout, I use a spreadsheet for all my bugs to make it easier)
Grosshopper (Tier 0)
The Grosshoppers are thought to be more of an obedient pet to the bugs than a member of their hierarchy. Looking like a genetic mix of a grasshopper and a Rottweiler, the beasts respond even to the instructions of Army Ants and Razor Moths, although because of their low intelligence, they are difficult to control. Like the Killapede, the Grosshopper is not an energy based creature like the other bugs, instead it is a carnivore. By nature a pack hunter, Grosshoppers have a natural secretion that they spit on their prey before they kill it which other Grosshoppers can smell for up to a thousand feet. This spit is thick and difficult to clean off, not to mention smells horrible.
A new favorite tactic of the bugs is to unleash a pack of Grosshoppers against suspected human defensive positions, to soften them up and pinpoint locations. The scent, when mixed with blood is also known to throw them into a feeding frenzy, where they will lash out at any non-bugs within reach (silkworms zombies are fair game). The hoppers are more than willing to oblige providing their bug masters let them feed, making an unnerving chattering sound as they hunt. Their massive hind legs give them the ability to leap upwards of thirty feet
Appearance: Four feet at the shoulder, Grosshoppers look like a muscular monstrous grasshopper. Their head is similar to that of the “true” bugs, except they have a gaping maw of razor sharp teeth similar to those of a shark.
Stats:
HP 25
SDC 70
AR 8
Horror Factor 12
PPE 2d6+8
ISP 20
Attacks Bite 3d6, trample 2d6, kick 2d6
initiative +2
attacks+4
strike /parry/ dodge bonus +1/+1/+2
size 4ft long, 2-3ft tall
notes: Jump up to 30 ft, spit noxous goo that others can hone in on (+25 to track)
Razor Moth (Tier 1)
Another new subspecies of the bugs to appear, the Razor Moth is a lower caste that provides its Army Ant cousins with air support on the front lines of any conflict. Smaller than the ants, the Razor Moth is easily identified by the massive spines that sprout from their upper set of arms from wrist to elbow. The spines are incredibly sharp, and used by the Moths in flight to slash humans by flying close to them at a high rate of speed (faster than Killer Bees). Though they look similar to their Army Ant cousins, they were dubbed Moths because they have a tendency to be drawn to be drawn by open fires.
Razor Moths suffer from the same issue as Army Ants, as they require the direction of another bug or they become distracted and disoriented. They will obediently follow the orders of any higher tiered bug with one exception, the Killer Bee. Observers have seen if in the same assault group, Killer Bees that slip into their mindless aggression mindset tend to go after Razor Moths if they are present, while if a Killer Bee is leading a flight of Moths, the Moths are somewhat defiant, to the point that some Exterminator squads have learned to exploit this by targeting Bees to encourage the bug infighting. On the other hand, if a flight of Moths are led by a Fire Fly, it’s best to take cover or get clear as quick as you can. They are also a favorite of Assassin Bugs.
Though they can and do when the other bugs direct them to, Razor Moths seem to avoid travelling in their energy form. Instead they prefer to fly where they have to go. Because of this they are rarely found far from the Bugtowns unless part of a battle group.
Appearance: Razor Moths look very similar to Army Ants, with a few distinctive characteristics. They are shorter, the tallest being only six feet. They have fairly large wings (seven foot wingspan) that only partially fold up if the Moth needs to. Unlike Killer Bees, a Razor Moth that loses the ability to fly due to a damaged wing no longer thinks clearly and more often than not will attempt a suicidal attack on those responsible (80% chance). They also have six overlapping spines on their upper set of arms that go from their wrist and extend passed the elbow at form a saw like blade that can slash through NORAD body armor with a flight past. Razor Moths are reddish brown in color, with brown wings.
Stats:
HP 35
SDC 110
AR 12
Horror Factor 10
PPE 4d6+25
ISP 65
Attacks bio blaster 4d6/8d6, Claws 2d6+8, punch 2d4+5, bite 1d6, wing slap 4d6+10
initiative +2
attacks+3 (5flying)
strike /parry/ dodge bonus +4/+4(7)/+7(7)
size 5-6ft