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[sg] Scenario with alien plants

From: "Bell, Brian K (Contractor)" <Brian.Bell@d...>
Date: Tue, 2 Apr 2002 09:28:35 -0500
Subject: [sg] Scenario with alien plants

I have been thinking of how to make the plant life more alien in a SG2
game.

One option is Beth's Triffids
(http://www.cygnusx1.info/xeno/triffids.asp)

But I was looking to add flavor to an otherwise normal game of Stargrunt
(rather than make the flora the major opponent). Some ideas that I have
been
toying with are:

Tar-Baby Plant:
The Tar-Baby Plant exudes a sticky sap that serves two purposes. First
it
sticks to large animals which subsequently pollinate other Tar-Baby
Plants.
Second, it traps insects, avians, and other small animals which it
digests
to supplement the nutrients from the soil. Game Effect: Soldiers moving
into
contact with Tar-Baby Plant is given a suppression marker.

Scare-Me-Nots:
The Scare-Me-Not trees are very delicate. They extend long wispy strands
into the atmosphere to harvest the multitude of gnats and bacteria
prevelent
in the planet's atmosphere. However, these strands are a favorite of the
local fauna. To protect themselves, the Scare-Me-Not trees pull in these
strands whenever it senses movement. Game Effect: When a soldier moves
within 2" of a Scar-Me-Not tree replace the tree with a few small sticks
(as
it pulls in its foliage). The sticks provide no cover. This also gives
away
the possition of the soldier. 

Herd Bushes:
The Herd Bushes move arround an area searching for nutrients and insect
nests. They tend to break up the ground which provides areas for other
plants to exploit. This effect is very slow, but noticable over a period
of
days. Game Effect: The Herd Bushes do not move fast enough to be modeled
in
a game. However, they do move enough that paths are almost impossible to
keep clear, so satelite photos of an area are often incorrect (the photo
shows a clearing, but it is choked with bushes.) Often runways and other
"improved areas" fall to the Herd Bushes.

Nervous Nettle:
This bush has two defenses. First, it is full of sharp nettles. Animals
often look for easier food. Second, emits a pheromone that causes
uneasyness
in most warmblooded creatures (including humans). Game Effect: A unit
with a
soldier within 2" of a Nervous Nettle plant, will panic if it fails any
morale or confidence test. The unit may test again on subsequent
activations
(out of the effect of the NN plant) at TL:0, and if it passes regains
the
confidence level it had before testing under the influence of the NN.

Chromoplant:
This plant has the strange behavior of changing its color when touched.
It
is thought that this is a byproduct of a chemical change the plant
produces
to make it taste bad to animals. Game Effect: When a soldier comes into
contact with a Chromoplant, replace it with a plant of another color.
Opponents observing, should notice the change in color. This is bad for
snipers trying to use hidden movement.

Kindling Grass:
This grass grows, and produces a seed pod. It then dries itself out
(dieing
in the process), but leaving a very flammable chemical on the surface of
the
plant. The grass catches fire eaisly (heat from the sun, lightning,
etc.).
The heat of the fire ignites chemicals in the seed pod shooting the
seeds
high into the air to be deposited by winds upto miles away. Game Effect.
Almost any fire action (shooting, artillery, etc.) will set the grass
alight. Soldiers, vehicles with Chemical Fueled Engines (CFEs), ammo
caches,
etc. may be effected by the fires (use rules on p. 57 of Stargrunt).

Beth and others probably have some additional ideas.


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