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[SG2] Predators in SG2

From: Kelvin <kx.henderson@q...>
Date: Tue, 20 Jul 1999 08:13:32 +1000
Subject: [SG2] Predators in SG2

After far too long and much searching, I have finally dug up the rules
my
friends and I used for using Predators in SG2.	They worked very well
and gave
the Predator a very dangerous feel.  Please feel free to use, test and
comment
on these rules.  Some extra rules were improvised on the fly during the
game
but for the life of me I can't remember what they were.  But for now,
these are
the rules we took into the game.  I'll post the rules for the Aliens as
soon as
my friend sends me a copy.

Predators in Stargrunt II

The Predators are a race of Humanoid, Bipedal creatures that travel the
Galaxy
to hunt other creatures, whether intelligent or not.  Using
sophisticated
technology and their own strange sense of honour they do battle with the
most
dangerous foes they can find and take various parts of the carcasses
(often the
heads) as trophies.  The reasons behind this hunting ritual are unclear
but
there is no doubt that the Predators are dangerous foes.

Predators are solitary hunters and as a result, they are treated as
snipers in
Stargrunt II.  They obey all the rules for snipers with the following
exceptions:

Movement:

The Predators use a sophisticated Cloaking Field that refracts the
electromagnetic spectrum around their forms.  As a result of this, they
may
change their sniping positions without having to make a Quality check if
the
Predator is moving through cover only.	If the Predator’s path to the
new
destination takes it through the open or it finishes moving in the open,
it
must make a quality check to avoid being spotted by the enemy if any
enemy
units have line of sight to the new position.

In addition, the Predator is a dynamic hunter.	It may move its hidden
locations around the table as a “normal” movement action.  It is only
required
to make a quality check to remain hidden if its movement takes place in
line of
sight on any enemy units.  To make this movement, ask your opponent to
look
away while you move the ACTUAL location of the Predator its Movement
rate, then
place the remaining alternative location counters placed within 6”.

Spotting:

Enemy units attempting to spot the Predator are at +2 Threat Level if
the
Predator is in Soft Cover and a +4 if it is in Hard Cover.  A Predator
MAY be
spotted while cloaked and can be fired upon.  Once spotted but with its
Cloaking Field active, the Predator can revert to Hidden status by
passing a
straight Quality Check if in the open or in the line of sight of any
enemy
units.	No check is required if it is in cover and out of line of sight
of the
enemy.

Fire Combat:

If fired on while cloaked a Predator’s range die is shifted up by TWO. 
The
Predator still takes suppressions as normal, but the number of
“casualties” it
takes from fully effective fire are halved (its hard to hit what you
cannot
see).  If the Predator is subjected to full effective fire in addition
to any
armour rolls they Predator must make a “Cloaking Check”.  Simply make a
Quality
check for the Predator with the Threat Level being equal to the number
of
“hits” inflicted.  If the test is failed, the Cloak is damaged by the
fire and
rendered useless for the rest of the game.

Predators are very resilient.  They have two “Hit Points” that they can
take
before they are killed.  Wounded results cause the Predator to lose one
hit
point, kills force them to lose two.  Once both are lost, the Predator
is
incapacitated and may only perform Reorganise actions to heal itself. 
If the
total damage taken is ever three or more “hits” the Predator is dead,
dead,
dead with no hope of recovery.	(Optional Rule:  If a Predator is
reduced to
zero wounds and has little chance of escape, players may wish to allow
the
Predator to "self-destruct".  This should be treated as an
Anti-personnel
Artillery hit from Heavy Artillery, with the blast centred on the
Predator of
course.)

A Predator can perform a Reorganise action to heal damage.  It simply
performs
the action and will heal one “hit point” using its advanced technology. 
However, the drawback is that the Cloaking Field fails for the rest of
this
turn and all of the following, revealing the Predator to the enemy.  A
Predator
cannot heal two turns is succession.  It MUST wait at least one turn
before
trying again.

The Cloaking Field will fail and the Predator revealed if any of the
following
conditions are met: the Predator travels over or finishes its movement
in
water, if it heals itself with a Reorganise action or if it fails its
Cloaking
Check when fired at.  A player controlling a Predator may voluntarily
deactivate the field at any time.  Once the field is down, the Predator
is
revealed.

Close Combat:

Predators are lethal in Close Combat, which is where they prefer to
fight
(nothing is more honourable than to face your opponent one on one and
take them
down).

To represent their superiority in Close Assaults, they are treated as
Powered
Armour with respect to other non-powered troops.  Against Powered troops
(or
other creatures considered to be Powered in Close Assaults) they get a
Shift Up
ONE die type to represent their specialist Close Combat gear (Spears,
Discs,
Wristblades, Glaives, etc).  They also get to roll separately for each
opponent
they fight.

Predators prefer to fight one-on-one and when they initiate a Close
Assault,
they will only engage one opponent unless they have been spotted or are
uncloaked.  When a Predator initiates a Close Assault, the target will
only
need to make a Reaction Test to stand its ground if the Predator has
been
detected or is uncloaked, otherwise they will stand their ground (they
don’t
know the Predator is attacking).  If a Predator wins its Close Assault,
they
affected squad must make its Reaction Test to hold its ground as normal,
but
the Predator is revealed to it now (they know its there).

Confidence:

Predators do not have a Confidence Level.  They are normally on the
battlefield
to perform a specific task (eg- to take a certain number of trophies, to
kill a
certain number of targets, to kill a certain target, etc).  Once that
task has
been performed they will leave the area or they will die trying to
achieve it.

Trophies:

To take a trophy from a fallen victim (i.e. a casualty the Predator has
directly caused), the Predator or its hidden counter must be in contact
with
the fallen model and perform a Reorganise action.  It then takes the
trophy.  

As an extra rule, players may agree to allow any enemy units with
line-of-sight
to the Predator's position to take a free spotting check as the
Predators are
much more visible when taking trophies than at other times (they make a
victory
scream and the trophy they are holding is also very visible).

Predator Statistics:

The Predators use the following statistics:

Movement: 8” (or D8x2” combat move)
Armour: D10
Sniping Weapon: Plasmacaster	Firepower: D12	Impact: D12

-Kelvin....

============================================
	 "Of course I'm paranoid!  
       Everyone's trying to kill me."	       
============================================


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