From DMJohn7321@aol.com Tue Nov 11 17:18:46 1997 Date: Mon, 10 Nov 1997 03:37:10 -0500 (EST) From: DMJohn7321@aol.com To: behegr@brain.uccs.edu Subject: my stuff... please post!!! here u go please post ASAP i just saw starship troopers i hope this is up to ur standards, it's not attached, and in HTML format. thanks a lot! i love ur page. please say that my page is www.geocities.com/paris/3173/ THANK YOU THANK YOU THANK YOU! ********** START **********
This massive, four legged horror is about as intelligent as a dog and
incredibly dangerous and fast. It possesses a powerful set of
pincers and it's true weakness is it's head. (nerve center). If you
take out a leg, for example, it is still at 89% efficiency. It uses it's
legs, teeth, and "claws" (extra set of legs not used for walking) to
dispatch enemies. It has no eyes, and emits screeching sounds
when
attacking or hailing the brain. However, it communicates
with it's own
kind through telepathy. In my humble opinion, an
Alien could wax this
guy. This bug fights rather mindlessly,
although it should not be
underestimated, ever. They attack in
packs of 200+ and don't go down
easily.
Alignment: 20% Unprincipled, 40% Anarchist, 40% Miscreant.
Attributes IQ: 3 MA: 1 ME: 3D6+2 PS: 4D6 (Supernatural) PP: 20+3D6
PE:
20+2D6 Speed: 40 km/hr
Avg. Size: Approx. 8' tall
Weight: 550 Kilograms
Hit Points: 2D6X10
S.D.C.: 3D4X100
A.R.: 12
M.D.C. by Location:
Main Body: 1D6X10+20 (Typically 50 MDC)
Upper Jaw: 2D6+4 MDC (Typically 10 MDC)
Lower Jaw: 2D4+8 MDC (Typically 8 MDC)
#Legs: 1st Segment (4): 2D6+4 MDC (Typically 10 MDC)
#Legs: 2nd Segment(4): 3D6+4 MDC (Typically 12 MDC)
#Legs: 3rd Segment(4): 1D4+6 MDC (Typically 8 MDC)
Secondary Legs(2): 1D4 MDC (Typically 2 MDC)
^Head: 1D4X10+10 MDC(Typically 30 MDC)
*Nerve Cluster: 1D4X10 MDC (Typically 20 MDC)
#Destroying one segment will render the leg useless, but each
segment has
a different exoskeleton strength. -4 to hit and only
on a called shot, no
bonuses to strike when moving at full speed.
^Destroying the head will kill the creature. -2 to hit and only on a
called shot.
*Destroying the Nerve cluster will kill the creature. -4 to hit and
only
on a called shot, no bonuses to strike when moving at full speed.
Horror Factor: 14 for one, 16 for 10 or more, 18 for 50, 20 for 200 or
more. Note that veterans or seasoned warriors have a +6 to save
(that means engaging and living in two or more battles with the
bugs
where they did something.) If they just stand around
moping, they
receive a +4.
P.P.E.: 2D6
I.S.P.: None
Natural Abilities:See Bonuses.
Magic: None
Psionics: Sixth Sense, Mind Block, constantly in effect, except against
it's own kind, they all communicate as if telepathically, and are
all
basically controlled by a "Brain Bug". a 1-40% immunity to
magic and
psionics.
Combat: 4 attacks per melee round, (note that supernatural PS
bonuses
apply.) Bite attack: 5D6 MDC; Leg Stab: 1D4 MDC;
Secondary Leg Stab: 6D6
S.D.C; Hurling/Flinging*: 2D6X100
S.D.C/2D4 M.D.C.+bite damage.;
automatic dodge.
Bonuses: +6 to initiative, +8 to strike, +6 to dodge. +3 to surprise rolls,
due to limited telepathy and seismic sensitivity. +4 to surprise (I
mean to surprise somebody) Can withstand temperatures above
500$Celcius. Could probably survive in space, if only for a
limited
time. These bugs do not breathe with lungs,
consequently it is hard to
speculate what their origins are. +5
save VS Horror Factor, +6 save vs.
psionics, magic, poisons, toxins
*Bites into human and flings him around as a dog would a rubber
toy.
Treat as body flip/throw. After this attack is made, the
human is
crunched in half and eaten or the bug will press on the
attack on his
companions.
*************
MORE CONTINUTED
*************
Class: Standard Infantry Body Armor
Size: Human equivalent
Weight: 12 lbs (5.4 kg)
Mobility: Very good, no prowl penalty.
A.R.: 10
M.D.C. by Location:
Main Body: 15
Helmet: 5
Special Features:
non enviornmental, no optical enhancement, no leg, arm protection,
no facial protection, no gas mask or air filter, no HUD, no integral
computer, no oxygen supply, no internal support computer/database,
no internal cooling system, no artificial air circulation system, no
temperature shielding, no radiation shielding, no visor, no
loudspeaker, helmet can be completely removed by means of a
velcro strap (-2 AR), no ammo holsters, troopers use utility belts,
combat boots have knife sheath in either left or right outer side,
short range, (2 mile) two way radio integrated into helmet
Black Market Cost: 1,500 to 2,000 credits, not often available, this
armor is military issue and not available to civilians or anybody else
for that matter.
"Starship Troopers" Infantry Heavy Assault Rifle
This rifle is a heavy machinegun, clip feed with an integral grenade
launcher that fires solid slugs with incredible range. The slugs are
considerably heavy and powerful, but against bugs, less effective.
AP shells were used by the M.I.
Weight: 15 lbs
Mega Damage: 1 MDC per armor peircing slug. Standard slugs do not
inflict M.D. 2D6 MDC / grenade.
Structural Damage: 1D4X100 SDC per armor peircing slug.
7D6 SDC per standard issue slug. 2D6X100 SDC per solid slug
grenade.
Maximum Effective Range: Rifle: 1000 feet (300 yards) Grenade:
4000
feet (1200 yards)
Rate of Fire: As machinegun, see modern weapon profiency section.
Payload: 100 rounds per short clip, 300 rounds per medium clip, 900
rounds per long clip. This gun has not been used belt feed.
Grenade launcher: 12 grenades, loaded manually as shotgun shells,
(behind the pump handle, bottom of the gun) and are the approx size
of
said shells.
Black Market Cost: 5,500 - 13,000 credits for this weapon.
Starship Troopers Tower Dual Machinegun
This weapon is typically mounted on top of each observation
tower, in
pairs. It is used for anti-aircraft and anti-infantry. It
has a high
rate of fire and is known to overheat.
Weight: 340 lbs, bolted to the deck.
Mega Damage: 1D4 Mega Damage per round, 2D6 per 4 round burst,
5D6 per
20 round burst, 1D4X10 per 40 round burst, 2D6X10 per
100 round burst,
takes up 2 attacks.
Maximum Effective Range: 3000 feet
Rate of Fire: Each burst counts as one attack, but the 100 round burst
counts as two attacks.
Payload: This gun is typically mounted on stationary defensive
positions,
therefore it has an enormous ammunition supply.
4000 rounds per belt.
There are typically 10 belts per crate, and
20 crates in storage,
depending on the outpost.
Reloading/clearing the weapon takes one melee
round (15
seconds) with two people, two melee rounds (30 seconds) for a
trained person, three melee rounds (45 seconds) for one
untrained
person. The caliber of this ammunition is 20mm.
Black Market Cost: 25,000-50,000 credits for this weapon, a belt of
ammunition goes for 5,000 credits.
Notes: For every four concutive melee rounds that this weapon was
fired,
there is a 1-20% chance that it will overheat for 1D4 melee
rounds. The
automated systems integrated into the weapon will
shut it off,
eliminating the chance for user injury due to backfire.
Venting shafts
and cool objects such as buckets of water can
reduce the overheating time
by 1 melee round per two gallons of
water. Without venting, there is a
1-60% chance of overheating
and it takes 2D6 melee rounds to cool.
Venting is standard, these
rules are simply in case the vents become
clogged.
*************
END
THANK YOU THANK YOU THANK YOU.