Cygnus X1 - Dirtside
-
Cygnus X1
 
GW
40k
Eldar
Necrons
Space Marines
Tau
Tyranid
Witch Hunters
GZG
Full Thrust
Dirtside II
Stargrunt II
Political
Library

Xenology
SJG
Ogre
 
WotC
D & D
Sygil
 
divider
 
Navigation
SciFi
Glossary
 
The Full Thrust Ship Registry
www.cygnusx1.info

Page Created: 2000.03.11
Page Updated: 2002.12.17
Viewed: 750

Dirtside II

The Blob!
It's coming and it's Hungry!

The Blob scenario written by JJMJack@aol.com.


Scenario Format

These are the rules that I came up with for a Dirtside game where a giant Blob appeared to destroy a colony city. We used Playdough to represent the Blob and smaller pieces of different colored playdough to represent the smaller creatures. In our game the main body was blown up in turn three. The rest of the game was taken up with the defenders units trying to kill all of the tentacles before they reached maturity. There where a number of turns where the tentacles would have become smaller Blobs, but they where nearly always damaged and another turn was added to their growth. In the end all of the tentacles where destroyed, except for one that made it into some woods. There it absorbed the trees and wildlife in a frenzy of growth (out of reach of enemy weapons)and it developed into a smaller blob.

The defending player selected four units to place on the board at the beginning of the game, and then rolled for a unit of re-inforcements every turn. This was done by compiling a table of units. Then rolling randomly each turn to see what unit types appeared to help destroy the Blob. Infantry usually apeared within 24" to 36" inches and other vehicles/mechs came from the opposite end of the board that the Blob was on.


The Blob

The Blob is one main mass (a size 7 vehicle), and six tentacles (each a size 4 vehicle). Each tentacle has two HEL/3 and 4 APSW's. Up to four tentacles can fire from one side of the blob at the same time.

Movement
The main body moves towards the center of the table for the first two turns, movement rate is 2d6 inches per turn. After that it moves randomly each turn. Roll one d12 that is the direction on a clock template that it moves.

The Blob player can chose to fire and move or to move and fire. Blobs can even perform opportunity fire.

If the Blob moves over any unit/terrain it is automatically absorbed into the Blob. Friend, foe and building alike.

Combat
The Blob and all its sub-creatures have enhanced targetting.

All blob creatures roll d6 and a d4 to try and absorb missile impacts. Take highest roll.

Blob rolls d6 to try and avoid damage from any direct fire.

Immobilization counters immobilizes the unit (any unit) for one activation. Any systems down counter prevents that unit from firing for one activation. Infantry types and APSW's are exempt. Damage counters make the creature move only at half movement for one turn.

Sub-creatures
At the begining of each turn the main body spits out a small horde of creatures. Roll on d12 and check the table. This does not cancel the Blobs activation. This is a seperate action.

  1. Size 3 flying Jellyfish movement 12", DFFG/2, APSW X 2, Armor 3, rolls D10 to save, ignore terrain.
  2. Size 2 Giant Centipede movement fast tracked, HKP/4, APSW X 1, Armor 2, Rolls D10 to save
  3. 2 Hard Shelled Alien Stands, treat like Powered Infantry.
  4. (Only one) Size 5 Giant Slug, Movement Slow tracked, HEL/4, APSW X 2, Armor 5, Rolls D6
  5. None (Some emerge but are eaten by the Blob again)
  6. 2 Size 1 Combat Walkers, MDC/2, APSW X 1, Armor 1, Rolls D10
  7. Size 3 Crab Things, Fast Tracked, HKP/3, APSW X 2, APFC, Rolls D8
  8. 1 Unit of Flying Lizards, Treat as Powered Infantry. 12" movement, allways moves towards nearest enemy. Ignore terrain.
  9. 1 Tentacle is dropped. Becomes Stationary Size 4. 3 HEL/3, 4 X APSW. The arm that was dropped regrows after 1d6 turns. Rolls D8
  10. None ( they are eaten by the blob as they are created)
  11. A Swarm of killer Bee things. SLAM/4 hits nearest enemy target as from medium range.
  12. 2 Size 2 Warriors, War walkers. MDC/2, GMS/H, Armor 3, rolls D8
The Blob appears on the board with 2 existing random units.

To see how many of each type are produced roll d6 -2. You allways get at least one, but no more than four of any.
Example if you roll an 8 and then a 5 you get three stands of Flying Gargoyles, that function as a unit.

When the units are created roll 2d6 and a random direction to see where they land. Measure from the center of the blob. If they land on the blob they are reabsorbed.

Each sub-creature generated by the Blob targets the unit that it first sees. Roll d12 and use the clock template. That is the direction that they first look. If there are no units in that direction then move clockwise in a straight line, the first unit that you intersect is what they shoot and move towards. If there aren't any targets then the creatures move randomly like the Blob.

Damaging the Blob
If an arm is shot off it re-generates after 1d4 turns.

If the center mass is ever destroyed, the individual tentacles move 1d6 inches straight away from the main body. This happens as soon as the main body is destroyed. Roll a d6 + 1 for each tentacle. That is the number of turns that the defender gets to destroy that tentacle before it grows into a smaller blob. place dice next to the tentacle. Any damage counter placed on the tentacles retard their growth by one turn.

Once the tentacles reach maturity they become smaller blobs that have four Size 3 arms with 2 HEL/2, 3 X APSW's each. The center mass is size 5 and cannot create the size five Slug. This blob now moves randomly as well. 2d6 inches worth of movement. If it runs into another blob roll 2d6 for each blob the one that has the highest roll wins and absorbs the other. They become one and create 1d6 units instantly.

Any comments are appreciated, and welcome.


bullet Return to FTSRDA DS2 Site
E-mail
Get Firefox Web Browser
Get Thunderbird Email Client
CSS