I am using the Spugs in Ed at Two Hour Wargames "5150 - Life and Death Beyond the Stars" but he hasn't actually released it yet. So assuming it will be an evolution of his Nuts! rules set I am using that as a base.
Due to their nature all Spugs have a fixed REP. This may seem low but due to the "Spug on the Table" bonus they receive each turn this will in most cases be adequate.
This is due to their nature. Spugs like to operate in groups and on their own become distracted and anxious.
| Spug Type | REP |
|---|---|
| Scout | 4 |
| Leader | 3 |
| Communications Specialist |
2 |
| Trooper | 1 |
This REP however gets a bonus based on the number of Spugs alive on the table, including Crunched ones, when the test is taken. Scouts do not count for the bonus nor do they receive the bonus.
| Alive Spugs | REP bonus |
|---|---|
| 3+ | +1 |
| 5+ | +2 |
| 7+ | +3 |
| 11+ | +4 |
All Spug commanders are there to command, not to fight hence they are armed with Shock Pistols and Exo-Claws
These Spugs use long range communicators to maintain contact with the hive. Each turn when active they can check communications.
The Spugnaught is considered to be a vehicle.
Despite their tough exoskeleton Spugs can be put out of action. This is known as being Crunched. A Crunched Spug must move each turn, REP allowing, towards the nearest table edge which permits escape at 8" per turn. Until they physically leave the table they do count as an alive Spug for calculating the Rep bonus. A Crunched Spug always returns fully healed for the next game.
| Armour | Weapons | Speed |
|---|---|---|
| 3 |
Exo-Claws * 2 Cannon * 2 |
12" |
| Weapon | Range | Targets | Impact |
|---|---|---|---|
| Exo-Claw | x | 1 | 3 |
| Shock Pistol | 12" | 2 | 3 |
| Side Arm | 24" | 2 | 2 |
| Shock Rifle | 36" | 2 | 3 |
| Shardina | 12" | 3" radius | 5 |
| Shock Cannon | 48" | 4 | 5 |
| Shock Missiles | 72" | 1" | 7/7 |
|
2 "Comms" Check
Pass 2d6
Hive Contact Established! All Spugs act as if 11+ Spugs on the table.
Pass 1d6
Hive Contact Tentative. No effect.
Pass 0d6
No Hive Contact. No Spugs on the table bonus.
|
2 "Fast Move" Check
Pass 2d6
Spugnaughts move 24".
Move 16" if all in group pass.
If flying and start and end out of sight may not be reacted to.
Pass 1d6
Spugnaughts move 16".
Move 12" if all in group pass.
Pass 0d6
All move 8" but count as fast move.
|
|
1 "Damage Check" Check
Score equal to or less than Impact-1 of the Weapon
Obviously Dead.
Score higher than Impact-1 of the Weapon but equal to or less than REP of casualty
Knock Back. Target is knocked back impact inches but otherwise unharmed.
Score greater than REP of casualty
Crunched.
|
2+LD "Received Fire" Check
Pass 2d6
Crunched ignore.
Commanders will duck back.
Outgunned or unable to fire will duck back.
Others finish move or fire.
Pass 1d6
Crunched ignore.
Commanders will duck back.
Those in cover will return fire.
Others will Duck Back.
Pass 0d6
Crunched ignore.
Those in cover will abandon it and duck back to next cover.
Others will be Crunched.
|
|
2 "Being Charged" Check
Pass 2d6
Those that can fire will fire and prepare for melee.
Those with Exo-Claws will prepare for melee.
Others will run directly away 8", if caught will prepare for melee.
Pass 1d6
Those in cover will fire and prepare for melee.
Others will run directly away 8", if caught will melee at 1d6.
Pass 0d6
Those in cover will fire and then run directly away 8", if caught will melee at 0d6.
Others will be Crunched.
|
2 "Surprised" Check
Pass 2d6
Those charged will fire and then run directly away 8", if caught will melee at 2d6.
Those fired at will take a recieved fire test.
Pass 1d6
Those charged will run directly away 8", if caught will melee at 1d6.
Those fired at will Duck Back.
Pass 0d6
Those charged will melee at 0d6.
Those fired at will be3 Crunched.
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0 "Rally" Check
Pass 0d6
Spugs cannot rally.
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