TheBugs

Section SI1: Intro

At first the Saucers came, bearing strange beings with stranger technologies. Mankind, in it's feeble wisdom, knew that all things different were nessicarily evil, and acted accordingly. The humans abbandoned their feuds and united the the tribes together "to save humanity" Had they not emploied there Blasters more readily than their Translators they may have heard the alien message of peace. They may have even heeded it. The fleet of saucers succumed easily to the full might of the Human aliance, the celebration quickly passed, the feuds resumed,... and then came the swarm.

LegoVerse TheBugs is a suplement to the Space World Book. Equiped with BioGiants, ManDroids, Pulse Beamers, coldblooded prescision and the "Alien" slave race, the Insectoids are massing. Assimilation is not an option; Man will be exterminated.

Section SI2: The Bug

Bug. It says it all.

The three classes of normal Bugs are; Drone, Warrior, and Monarch. Their stats can be found on table S1.

Section SI3: Special Bugs; Techoid, Juicers, InsectoDroids and Mystoids.

 

Techoid

A genetic subset of the Drones, Techoids are born with an innate understanding of things mech and tech. They are responsible for the creation and maintenence of all aspects of the machines and technology that move their race.

Techoids cost 10 points, and the hive can only produce one for every five drones in a squad.

 

Techoids have the same capabilites as human mechanix with the following modifications.

 

Juicers

The name Juicers has been attributed to Apothicary Insectoids because of their method of entimology. A Juicers equipment consists of dozens of variously colored fluids and a myriad of long, sharp, crooked needles. These chemicals are combined into noxious cocktails which are injected into the creases of Insectoid carapices to push the Bugs on in combat.

Juicers Move 4", have 5 hp and cost 5 points and, like Techoids, there can be only one Juicer for every 5 Bugs in the army.

Juicers work just like Medix in the space rules, but with one important difference.

The Juicer may be equipped with a Juice Syringe (3cp). This enhances his ability to deliver the enzymes and gives the Juicer a +1 on his success roll. Juicers can get an additional +1 if they are in a Portable Tissue Repair Bay.

It has been found that when Juicers employ their skills upon organic tissue it results in massive corrosive damage. ToHit 6, Dam3(C).

 

InsectoDroids

Insectoid technological theory varies greatly from that of the ManSciences. This is most evident in the field of Anamatons, or Androids. Bug Techoids have far surpassed Men in the development of an adaptible artificial intellegence, which is the brain behind the bug machine. This AI allows the InsecoDroids to learn and interact with it's environment. They require no pregame programming and behave like free thinking units on the battlefield. The three distinct classes of battle ready InsectoDroids are SquadDroid, ManDroid, and the oppressive BioGiant.

SquadDroids

These are the most common InsectoDroid combat unit. In the ancient days Squads so loved and cherished their Droids they were known to sacrafice themselves to protect the AI. This was seen as a bat tactical policy by the Bug commanders. Today squads have been engeneered to view thier Droids as little more than walking pices of equipment, though the Droids still love their SquadBugs. This has lead to both fewer squad level casualties, and a much higher emotional stability in the face of a disintegrated SquadDroid. An army may have two SquadDroids for every Techoid present. The SquadDroids do not need to be in the presence of the Techoid, however they must stay with their allocated Squad at all times. SquadDroid stats are; Move 7", HP 6, cost 10. They are equipped with Body Armor and have +1 Strength.

ManDroids

The Insectoid inside joke. ManDroids look, and from a distance behave like typical Humans. They are implanted with the most rudementary artificial intelligence and are often found playing in the dirt or puzzeling over the intracacies of their shoe laces. ManDroids will be hidden about the battlefield. or may lurk amongst an Insectoid squad until they are within 7" of a human squad, at which time they activate theier L7 programming and leap into action. An activated ManDroid will dash at blinding speed towards the Human squad waving it's arms and bleating pop song choruses, commercial jingles, or other nonsensical jibberish. When the ManDroid feels the time is right, it detonates.

ManDroids can detonate during any phase of the turn, but will automatically detonate when reduced to 0 hp. Upon detonation all objects within a 3" radius take 4 points of damage. When attempting to fire at a ManDroid Men often hesitate due to confusion or fear of fireing on a friendly unit. A shooter mustroll 6 or more on 1d10 to "get it together". Failure means the shooter may not fire at anything this turn. Any targeting bonuses or Leadership skills may be applied to the hesitation roll.

ManDroid implementation is a widespread form of entertainment among the Insectoids. Insectoid Pupae play ManDroid games, Squads place bets on ManDroid performance, and the video tanks on the Insectoid Hiveworld show ManDroid sitcoms. In 25hex13partG (Insectoid standard time) an underground Techoid competition began to see who could come up with the most creative ManDroid design. Past winning designs included The Rapping Chef, Timmy IV, and, the ManDroid standard, Bob.

Mandroids Move 7" have 2 hp and cost 10 points.

Bio Giants

The BioGiant is a gentile, fun loveing droid whose turn ons include long walks on the beach, classical music and Italian food. No, actually the BioGiant is a constructed nightmare. A terrifying fusion of meat and machine, it's sole purpose is the wanton dismemberment of all it's enemy. BioGiants are an amalgamation of techoid gearservos and Jucier supplied clonetissue, and they very greatly in build. In general they tower, at least twice as tall as a man, with multiple flailing limbs and sundry implements of close combat rendering..

An army may be populated by one BioGiant for each Techoid & Jucier pair present. BioGiants are not allowed to use equipment or weapons. They cost 20 points, move 4", have 10 hp, and they have ToHit (c) 5, Dam 3. there strength is +4, they get 3 attacks per turn and their armor will absorb 2 points of damage per hit.

 

Mystoids

Every two or three spawnings the Hive Queen lays a clutch of Mystoid pupae. These grow to form the elite cadre of Insectoids who are privy to the mystical threads of the Hive Mind web. These Bugs hone rare powers very similar to the Human Psykiks. The mystoids begin their service as Acolytes, but those who are adept and avoid being eaten by their teachers become Elders.

Mystoids cannot control the Hive Mind, more they channel the surges of communal energy that surround their environment at any given moment. This channeling allows them to randomly determine their powers before a battle, much like their human counterparts. Elders get four rolls on table SI11, while Acolytes get only two.

Mystoids have access to the same Psykik items and artifacts as humans as found on tables S2 and S3.


Section SI4: Heros

Insectoid Heros are subject to the same rules as Human Heros as described in section S4.

Section S5: Game Play and Combat: The Hive Mind

Game play works just as stated in Section B3 in the Basic Book, with a couple of additions

The Advanced Game Turn is broken down into 6 Phases. Each phase is dedicated to a certain activity as described below.

Phase1: You and your opponent should each decide on an imaginary line behind which your forces will be deployed. When the lines are drawn, deploy your forces in any fashion you choose. You can put troops on buildings, behind buildings, anywhere they can stand or lay.

Phase2: Roll for initiative. The player with the highest roll moves first for the duration of the turn.

Phase3: Using the movement rates of the models, the winner of the initiative moves one unit or vehicle its allotted distance, then the loser does the same. The twoSome actions, like crashes and bomb dropping may interrupt the movement phase. Collisions between objects are done in the following manner:

When a vehicle collides with an object, some bad bad things can happen.

Assume a vehicle moved 12" and ran into a building. The building would take 12 SP in damage, the vehicle 24 SP. If the vehicle careened through a squad hitting three of the members, they would each take 24 points (ick!) and the vehicle would take 6 points three times (once per man).

Men may attempt to leap out of the way of an oncoming vehicle. If the individual successfully rolls his current HP or less on 1d10, he tumbles safely to the side, but looses one attack this turn.

Collisions with flyers are treated in the same manner for the target, only the flyer always crashes.

Phase 4a: This is the Special Thingy Phase where weird mental powers, majik abilities or funny devices may be used (the device in question will denote its funniness in it's description.)

Phase 4: Men can fire only one weapon per turn (unless they have special skills or abilities) The player that won the initiative fires the weapons of one vehicle or squad at the target(s) he chooses, checking to make sure the target is in range. He then makes the appropriate ToHit roll as supplied by the weapon charts. If he hits a squad, the targeted individual in the squad takes the hit and damage is subtracted from the unlucky schmucks HP (damage does not "roll over" to other members of the squad). If he misses, nothing happens to the target.

Men who are at least 1/2 concealed by cover gain a -2 to being hit by enemy fire.

Some weapons may have burst effects damage (burst effect does roll over as described in burst effect). The players alternate until everyone that wants to and can fire has done so. After all the shooting, Men with hand weapons who are in range and have not shot may hit. Shooting at a nonmoving object at point blank range will automatically hit.

Man and vehicle are ripped apart as soon as the destruction is recorded. Scatter the pieces over the area that the item was destroyed in and remove half of the pieces from the playing area, leaving realistic debris behind. When a squad of men is destroyed, simply sprinkle them about the area.

Section SI6: Insectoid Pod Weapons

Laser technology has never fully developed in the Insectoid realm. In it's place the Bugs have developed the Pulse Gun. The actual Pulse generator cannot create a very powerful charge, however the ReCharge Capaciter coil is capable of re-energizing as much as 100Thz of power to the emitter chamber in as little as 23ns. This results in a salvo of energy beams fired in very rapid succession. The limitation of this Pulse technology is the size of the Capaciter. The faster the recharge rate, the larger the coil, and the bigger the gun.

In game terms, for each successful ToHit roll a pulse gun will actually land a randomly determined number of beams. These beams always strike the same target and there damage is cumulative (i.e. if a Heavy Pulse Gun scores a hit and 4 beams land, the target would suffer 8 points of damage).


Section SI7: Insectoid Vehicle

Insectoid vehicles work just as human vehicles found in Section S7 and all aplicable tables. Insectoid vehicles may use large and small legs in place of wheeles of the respective size.


Section SI8: Insectoid Vehicle Weapons.

Bug moble weaponry is quite different from Human in it's nature and design. Bug Rocket and Missle are actually biological in nature, but have the same stats for game purposes. Vehicle pulse technology works the same as for portable weapons in section SI1.

Their is a specialized class of Insectoid Vehicle Weapons designd for use in close comba, Razor Wings and Power Pinchers. Carried by all sizes and classes of Insectoid vehicles these weapons are used to damage enemy vehicles and are leathal when turned upon squads.

Razor Wings allow vehicles to preform a flyby attack as opposed to direct ramming. The flyer can articulate the wing to graze it's target causing 1 point of damage for every 2" of speed that turn. Razor wings are bought as pairs.

Power Pincers may be emploied immediately after a vehicle ends its movement for the turn. A vehicle or man caught in the pincers suffers (c) damage immediately. The attacker must roll a successful to hit every turn to hold the prey, failure means the victim slipped out. Grabbing counts as an attack (that is, if you have a one Bug crew and he employs his Pincers he may not fire), but holding does not. When the victim is held he may attack but not move until realeased.

All human vehicle enhancements have an Insectoid counterpart, however Lazer Capaciters apply only to Beam weapons, not Pulse weapons. Pulse weapons cannot be linked or enhanced in any way due to the limitations of pulse phase technology.

The Insectoids have developed one additional piece of combat equipment, the Electronic Countermeasure Pods. E-CiMPs disrupt electronic weapon enhancements, negating the effects of Smart Bombs and targeting devices.

Section SI9: Bases and Buildings

Upon realizing the fate of the Peace envoy, the Hive Mind rallied all Bugs. The Insectoids dropped what they were doing and launched toward the Human Frontier. Many left without packing, some forgot to turn off their irons. They were in a hurry. No Bases have been established, the Insectoid advence has been to swift. Reports of fledgling nests have been heard from the retreating border colonies, but these rumors are unreliable. Barring special campaign twists, Insectoids are always the marauding force and will never set up a base or outpost.

Section SI10: Weapon Enplacements

 

Useing weapons and equipment scavanged from wreckages, Techoids have scrambled together a variaty of field weapon enplacements. These rules are the same as those for Humans in section S10. Unfortunately in the rush to avenge their Scouts the Bugs did not stoe any prefab bunkers, and as such are limited to tripods and platforms.

Section SI11: Descriptions

Mystik Psy Descriptions

Negate: This Discipline stops any single Psy Discipline of the user's choice currently in play. This can take effect anywhere on the board and is subject to normal Psy interference (such as another Psy Nullify). If a Nullify is cast on a Psy before he has cast that turn, he may not cast until next turn. Nullify and the like will not affect physical manifestations of Psy disciplines. That is, you can't negate an actual person or unsummon an Astralshark.

Playful Slap: The Psy gives a mental backhand causing 2 HP of damage to a single target within his line of sight.

Hardened Carapice: The Psy transforms his skin to a glimmering sheath of nearly impregnable metal, giving himself 5 additional HP for one turn. Any damage taken is deducted from these HP before affecting the Psy's actual HP. At the beginning of the next turn the Psy reverts to his actual HP.

Black Flagg: A Psykik blast zaps a target in line of sight within 18", doing 2 HP damage and hitting automatically.

Mystik Extinguish: As Nullify noted above.

Steel Muscle: Similar to Steel Skin noted above, except Psy gains +2 Strength for one turn.

BioMechanical Wave: A wave ripples out in a straight line disabling any and all machinery within 12" along the line on a ToHit of 4.

Eraser: As Nullify noted above

Mystik Shroud: Any single target within 5" of Psy is immune to all Psy powers (good or bad) for one turn.

Kinetic Push: The Psy sends out a wave of Psykik Kinetic energy. On a roll of 5 or more on 1d6 all units along a straight line extending 10" in any one direction (chosen by the Psy) are knocked down and incapacitated for one turn. Roll once for each individual target.

DDT Short Term Memory Loss: Target loses one turn.

Hive Mind Protection: As Mystik Shroud noted above, but protection extends to a 3" radius around target.

Warp: Psy can dimensionally transcend to any place on the battlefield that he can see.

Hive Intrusion: The side of the Mystic using this discipline automatically wins initiative next turn.

Summon Astral Swarm: As the Humans can warp in the terror of their psyche, so can the insects. An Astral Swarm consists of 1 to 3 (determined randomly) Astral Scorpions or Spiders appearing 2" from the caster. Swarm stats: Move: 6", HP: 2, ToHit: 5, Damage: 1. Ickh!

Mind Control: Psy gains complete control (until death) over any model touched.

Psykik Armageddon: The definitive Mystoid superriority complex in action can be a terrifying thing to witness. This complex stems from the Mystoids greater sensetivity to the Psychic Web. This sensitivity can have grave consequenses when exposed to the Psykik Armageddon. All Insectoid Mystics take and additional 2 hp of damage when anyone invokes this power.