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Author Topic: SC:BEL units/items  (Read 60839 times)
Lukipela
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Item: Shell
« Reply #75 on: February 08, 2010, 08:05:41 pm »

Shotgun Shell

A large shell packed full of shot and propellant, designed for use with the Shotgun. Shotgun Shells need to be individually loaded into the weapon; see the above entry on the Shotgun for more details.
« Last Edit: February 08, 2010, 08:08:01 pm by Lukipela » Logged

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Re: SC:BEL units/items
« Reply #76 on: February 08, 2010, 08:11:35 pm »

Flash Grenade

Area affected: 5 square radius

A specialized grenade designed to produce a blinding flash of light instead of explosive force. This is primarily used to stun and incapacitate hostile targets instead of killing them, but the practical application of blinding an opponent before closing in for a kill cannot be denied.

Flash Grenades do not inflict damage in their area effect, instead generating a blinding flash of light. Any unit caught in the blast of a Flash Grenade rolls 1 strike die. For most targets, rolling a bullseye will allow them to avert their eyes in time to avoid being blinded. Any other roll results in being blinded, causing them to lose both AP from their next turn. In addition, in subsequent turns, the blindness may persist, causing them to be hampered in their actions. Any unit blinded by a Flash Grenade must roll a strike die at the start of each subsequent turn after the one where they lost both AP. If the result is a hit or bullseye, then they have recovered and suffer no additional effects. If the result is a miss, they are still stunned by blindness, lose 1 AP from their turn, and will have to roll again to recover next turn.
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Enemy: VUX Ensign
« Reply #77 on: February 12, 2010, 09:11:28 pm »

Ensign

HP 3
STR 2
MOV 3

Weapon: Defense Laser, 2 strikes
Melee: Baton, 2 strikes
Defense: 2 parries

Abilities: Flexible

The VUX tend to prefer ship-borne duties over those that would take them into ground combat, a pursuit they find barbaric and crude compared to the elegance of incinerating their foes at range. As such, their rank and file      
troops are known as Ensigns, and are frequently employed by the Ur-Quan as starship crew across a wide range of Hierarchy vessels. This is no small part because the VUX navy only begins teaching close combat skills to veteran troops who volunteer for the duty, which tends to be problematic for any Ensigns who find themselves within appendage's reach of one of their foes.      


« Last Edit: February 12, 2010, 09:13:07 pm by Lukipela » Logged

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Ability: Flexible
« Reply #78 on: February 12, 2010, 09:11:41 pm »

Flexible

The user of this ability can combine natural agility and a bit of prediction to improve its chances of avoiding a blow. When attacked in melee, they receive +1 parry in addition to their normal parry dice. This bonus also applies when shot with a ranged weapon from point blank range (an adjacent square), but not to any other shooting attacks, nor grenades or powers from any range.
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Weapon: Baton
« Reply #79 on: March 06, 2010, 11:21:55 am »

Baton

STR: 2
Strikes: 2

It's a blunt weapon designed to crush things.
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Weapon: Defense Laser
« Reply #80 on: March 06, 2010, 11:27:24 am »

Defense Laser

Range: 5 squares
STR: 2
Strikes: 2
Ammo: Internal Charge, 5 shots/charge
Ammo consumption: One charge per blast.

The defense Laser is a very limited VUX personal weapon that is meant to help low-level VUX repel attackers for long enough to allow more specialised troops to arrive. It's power and range are limited, as it is meant to be used by lightly trained personnel on board vessels where more powerful beam weapons might pierce the hull. Once emptied, it needs to be charged at a reloading station on board.
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Weapon: Unknown Grenade
« Reply #81 on: March 06, 2010, 09:55:36 pm »

Unknown Grenade

It's quite light and can be thrown 2xSTR of wielder. The design is strange and alien.


Slimy Grenade

Area affected: 3*3 square

A specialized grenade designed to produce a glue-like slime for incapacitating foes. Useful for capturing targets alive or making a dangerous foe into a sitting duck,
but a strong target can tear through the webbing quickly.

Slimy Grenades do not inflict damage in their area effect, instead generating a mass of sticky, slimy tangled threads that pin anyone within the blast radius. Any unit caught
in the area effect of a Slimy Grenade loses both AP from their next turn as they get tangled in the expanding mass. At the start of subsequent turns, any unit pinned
by the Sticky Grenade rolls a D6. If this roll is less than their STR, then they are able to tear themselves free of the webbing. They cannot move on the turn that they
accomplish this feat, but may attack with any weapon or perform other actions as normal. If they roll equal to or higher than their STR, then they remain trapped in the
webbing and lose both AP from the turn once again, and must try to escape again during their next turn.

If a unit wishes to try to tear another unit free from the webbing (presumably an ally), then that unit must be adjacent to the unit they wish to tear free, spend 1 AP, and
roll a D6. If the result is equal to or less than their STR, then they manage to tear the unit free of the webbing, allowing them to take their next turn as normal. If the
result is greater than their STR, then they fail to tear through the webbing. They may still spend any remaining AP as normal this turn, but may not make another
attempt to tear through the webbing until next turn.

Any corpses, objects, doors, or other items that are inside the area effect of a Sticky Grenade are also assumed to be entangled in the webbing. In order for anyone to
access or interact with these things, they must be torn free in the same manner as tearing another unit free above.

Once a Slimy Grenade has detonated, it has no further effect. This means that walking across an area that was entangled by a Sticky Grenade does not have any ill
effects; the substance the webbing is made from dries and hardens to a rubbery consistency very quickly, and will not ensnare anyone who was not caught in the
initial blast area.
« Last Edit: April 12, 2010, 07:31:16 pm by Lukipela » Logged

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Item: Worn VUX picture
« Reply #82 on: March 09, 2010, 09:31:54 pm »

Worn Picture

This worn picture shows a mature and a young VUX looking at the camera. They may be smiling, or possibly regurgitating their dinner. Their clothes are alien but give a distinct lower class impression. The younger VUX looks very thin and has a weird glossy look to its moist and slimy skin. A few words are scribbled in one corner of the picture, but you've never been trained to learn VUX.
« Last Edit: March 13, 2010, 10:35:58 am by Lukipela » Logged

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Weapon: Strange Grenade
« Reply #83 on: March 13, 2010, 10:37:18 am »

Strange Grenade

It's quite light and can be thrown 2xSTR of wielder. The design is strange and alien, multiple rounded protusions extruding from a otherwise circular surface.

Holographic Grenade

Area affected: 3*3 square

Through unknown means, this grenade produces an array of sounds and lights around it that daze, dazzle and confuse anyone nearby. Anyone within range loses 1 AP as the strange and amazing visions it produces distracts them from their duty
« Last Edit: April 23, 2010, 04:52:05 pm by Lukipela » Logged

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Item: VUX bandages
« Reply #84 on: March 13, 2010, 10:39:56 am »

VUX bandages

While most of the items in a VUX first aid kit are quite useless, bandages and sutures can be used by allied races (not including Chenjesu and Mmrnmhrm). With these bleeding from injuries can be stemmed and broken bones temporarily splintered. Using this returns 1 HP.
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Item: VUX tools
« Reply #85 on: March 13, 2010, 10:43:28 am »

VUX tools

A set of strange mechanical tools for unknown usage. Any old VUX would probably know what they're used for, but it's not as if you can easily ask them.
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Item: VUX technical specs
« Reply #86 on: March 13, 2010, 10:46:56 am »

VUX technical specs

This rather large pile of papers contains al sorts of interesting data about "The Hideous Human". Corridor 9 will probably find them very interesting, but they could be useful during the mission as well. If only they were organized better!
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Unit: Spathi Trooper
« Reply #87 on: March 16, 2010, 07:42:16 pm »

Spathi Trooper

HP 2
STR 5
MOV 4

Weapon: Rockhurler Mark 3, ? strikes
Melee: Unwilling Claws, 1 strike
Defense: 3 parries


Spathi Troopers are the most basic and plentiful of the Spathi army's ground-based forces. As such, this means they are most likely young (most have just recently come of age after their encrustling stage of growth), and were probably duped into joining the military instead of pursuing a safer career. Because of the way the Spathi armed forces work, this means that they are both poorly trained and poorly disciplined, and are primarily deployed in locations where they are between the enemy and more experienced and wiser Spathi.

Abilities:

Living in Terror
Squeal like a pig
« Last Edit: March 16, 2010, 08:06:40 pm by Lukipela » Logged

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Ability: Living in Terror
« Reply #88 on: March 16, 2010, 08:04:58 pm »

Living in Terror

This unit is sure that the world is out to get it. Even if it can’t see any hostiles, it knows that they are out there. That it hasn’t seen the thing that is trying to kill it only means that it’s been lucky so far. Luck never lasts. Because of this unending terror this unit has an amazing response time. It’s not hard to respond to threats when you are actively expecting them every second of every day and every night. There’s a flipside to this as well. After the initial reaction, the terror of the known may well freeze this unit in its tracks.

This unit can use 1 AP out of turn as soon as it spots an enemy.  Once the units turn comes up, it must roll a D2 to determine if it can use its second AP or whether it is frozen in terror during that round. After this the unit plays normally.
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Ability: Squeal like a pig
« Reply #89 on: March 16, 2010, 08:05:44 pm »

Squeal like a pig

When faced with an enemy, the first thing a Spathi will do is scream out loud, as high as it can. The impressive volume and raw emotion will often shock and temporarily stun nearby units.

Anyone within a 3*3 grid centred on the Spathi when enemies are discovered must roll a D3. On a 1, the unit is stunned by the high noise. After the first turn, the Spathi runs out of breath and can no longer scream. This ability does not consume AP.
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