Table S1

Types of Bugs

 Type Move HP Cost
Monarch 6"/Turn 5 5pts
warrior 5"/Turn 4 4pts
Drone 4"/Turn 2 3pts
Table SI1

Mystik Disciplines

 Die Roll  Discipline  Range  Description
 1  Curses    No more Discipline rolls
 2  Negate  Infinite  Halts Opponents active Psy Discipline
 3  Playful Slap  Line of Sight Dmg:2pts ToHit:Auto
 4  Hardened Carapice  self +5 HP for 1 full turn
 5  Black Flagg  18"  Dmg:2pts ToHit:Auto
 6  Mystik Extinguish  Infinite  Halts Opponents active Psy Discipline
 7  Steele Muscle  self +2 Str for 1 full turn
 8  BioMech Wave  12"  Dmg:Disable Machine ToHit:4
 9  Eraser  Infinite  Halts Opponents active Psy Discipline
 10  Mystik Shroud  5"  Target invulnerable to all Psy for 1 turn
 11  Kinetic Push  10"  Knocks down all in los ToHit:5
 12  DDT Short Term Memory Loss  10"  Target looses one turn
 13  Hive Mind Protection  2" radius  All in radius are invulnerable to Psy action for 1 turn
 14  Psy Restore  Touch  restores 1d4 HP (up to original HP)
 15  Warp  Line of Sight  Warps Mystik to any point it can see
 16  Hive Intrusion    Automatic Initiative next turn
 17  Summon Astral Swarm  10"  1 to 3 bugs appear 2" from Psy Move 6" HP:2 ToHit:5 Dmg:1 each
 18  Mind Control  Touch  Gain compleete control of non-hero enemy
 19  Dope!     No more Discipline rolls
 20  Psykik Armagedon  Entire Field  ALL Psys take1d10 HP damage, mystiks 1d10+2
Table SI2

Psy Items

 Item  Cost  Abilities
Psyonic Circutry Helmet  3  Creates a NullPsy field around wearer (immune to all Psy)
 Positronic Boom Box  1  Stores Mystik energy for any one Discipline for one use
 Alien Crystal  5  Allows posseser to use 2 Diceplines per turn
Table SI3

Artifacts

 Artifact  Cost  Abilities
 Sword of Psychic Slaying  8  Auto Kill Psykik in HtoH when hits, ToHit:8 Dam:2
 Blood Grail  5  Psy User can not be Nullified
 Alien Symbiot  10  ToHit:4 Dam:2(HtH; +2Str +2HP 1 Psy Ability
Table SI4

Attributes

 Attribute  Cost  Effect
 Strength  1 +1 to (C) damage
 Agility 1 +1 to (C) ToHit
Speed .5 +1" Move
Tough  1 +1 HP
Extra Attack 3 1 additional attack
Initiative 1 +1 on Initiative
Table SI5

Skills

 Skill Cost Effect
Free Thought 2  Does not need to be in Communication
Bug Fu 2 Weaponless Combat ToHit:6 Dmg:1
Marksman 1 +1 to Ranged Weapon ToHit
 Specialization 1/level +1 ToHit OR Dmg with any 1 wpn type per Level
 Thick Shell 1 +1 HP
Extra Attack 3 +1 Attack per Turn
 Initiative 1 +1 on Initiative
Use Artifact 1 Hero may use any 1 artifact found or bought
Table SI6

Man Portable Weapons

 Weapon Cost S Range L Range S ToHit L ToHit MvePnlty Damage
Beamer Pistol 2 7"  14" 5 6 0 3
Beamer Rifle 3 10" 15" 5 6 0 4
Heavy Beamer 5 12" 16" 5 6 -1 6
Pulse Beamer* 5 10" 20" 6 7 -1 2 (1 to 4 hits)
Heavy Pulse Beamer* 5 6 12 6 7 2 2 (1 to 6 hits)
Immolation Lense** 2 2" 8" 4 4 0 4 (50% cd)
Bone Blade 2 1" 1" 4 4 0 3(C)
Venom Whip** 2 1" 2" 5 6 0 2(C)(50% cd)
Power Claw 2 1" 1" 5 5 0 4(C)
Power Staff 3 1" 2" 4 7 -1" 6(C)
* Pulse weapons fire bursts of beams. When a hit is scored roll to determine the number of hits landed.
 ** If Hit, Victim has an X% chance of takeing further damage next turn. This continues on consecutive turns until the roll is failed.
Table SI7

Bug Equipment

Object Cost Function
Pulse Targeter 2 -1 ToHit on Pulse Weapon
Carapice Armor Armor 5 -1 to any damage taken
Protean Armor 10 -2 to any damage taken +1 HP
Gravatic Wings 10 Move X2
Enviro Bubble Helmet 3  +1 Initiative, -1 to hit (c)
Tactical Helmet 5 +5" LR, -2 ToHit SR, -1 ToHit LR
 Weapon Stabilizer 2 Reduce Move Penalty by 1
Table SI8

Vehicle Construction Cost

 Pt Cost = Body Size (in studs)/2
 Structure Pts (SP)= Body Size (in studs)/2
Armor (extra SP)= Free (but they do slow you down!!)
Table SI9

Vehicle Locomotion

 Locomotion Type Cost Pull Speed SP
 Sml Wheele/Leg  5 15sp 10" 5
Med Wheele/Leg 10 20sp 10" 10
Lrg Wheele/Leg 15 25sp 10" 15
Sml Hover Jet 5 15sp 15" 5
Med Hover Jet 10 20sp 20" 5
Lrg Hover Jet 15 25sp 15" 5
Directional Jet 5 10sp 10" 0
Jet 15 20sp 15" 5
Rocket 25 30sp 20" 10
 Capaciter 5  /  +5"  /
 Super Capaciter  10  /  +10"  /
Table SI10

Vehicle Pulse Guns

 Gun Size Cost Range S Range L ToHit S ToHit L Dmg Mve Pnlty  Hits
 Light 3 10" 16" 5 6 2 +5sp  1 to 3
Medium 5 12" 20" 5 6 2 +10sp  1 to 6
Heavy 8 14" 24" 5 6 2 +15sp  1 to 8
Table SI11

Rockets

 Type Cost Damage* Range S/L ToHit S/L Mve Pnlty
Light (3)3 5  10/20 5/6 +1 sp
Heavy (5)5 10 15/30 6/7 +2sp
 All Stats for rockets are "per section" except range and ToHit. That is, a 3 piece light rocket would cost 12 pts (3 for the base rocket cost and 3 for each section) it would deal an unholy 15 points of damage (*remember to calculate burst effect (Ouch!))and slow the carrier or vehicle by 1.5" per turn.
Table SI12

Weapon Enplacements

SP of Enplacement Move Penalty Cost
10 -1" 50
20 -2" 60
30 -3" 70
Table SI13

Heavy Weapon Equipment

Type Cost Function
Smart Bomb 2 +1 ToHit for rockets
Anti Personell Payload 2 all rocket damage immediately devided up amoung targets in burst radius
Targeting Computer 2 +1 ToHit
Gunnery Computer 5 Vehicle may fire extra weapon