The starship Omicron, the pride of the Pan Galactic Corporation, disappeared years ego on its first voyage. Recently the ship was found drifting in space, the passengers and crew killed by a strange and virulent disease. The ship was decontaminated, refueled, and made ready for operations. The PGC has hired eight adventurers to "babysit" the Omicron on her voyage back to a Corporation starport. The ship is being automatically navigated by her computers and robots and this promises to be an easy mission for the "babysitting" team.
MODULE BACKGROUND
ASSAULT ON STARSHIP OMICRON is a mini-module for the STAR FRONTIERS game. The mini-module offers two different adventures and introduces an entirely new intelligent alien race, the Zuraqqor, along with a new Sathar attack monster, the cybodragon. Cybodragons also appear in module SF2: STARSRAWN OF VOLTURNUS. Details of the Zuraqqor and cybodragons appear on the ALIEN LIFE FORM UPDATE FILE.
HOW TO USE THIS MODULE
Each scenario has been designed so that it can be used by a referee as part of a continuing campaign, or played and replayed on its own as a game. Eight pre-rolled player characters are provided. When the scenarios are being replayed as a game, the pre-rolled characters should be used. There should always be eight player characters at the beginning of each scenario; if there are fewer than eight players, some players should play more than one character. If the scenarios are being used as part of a campaign. the referee controls all Sathar forces while each player controls his own character. Robots on the side of the PCs can be controlled as desired by the players. (If there are fewer than eight PCs, use pre-rolled characters as NPCs. The players must decide how these will be controlled.)
Warning: The combat in these scenarios is intense and deadly. Players should not use their campaign characters unless the skills and equipment of the characters are equivalent to those of the characters included in the module.
MOVEMENT ABOARD THE STARSHIP
The Starship Upper Deck Map has been designed to be used with the Starship Bridge Area Map in the STAR FRONTIERS boxed set. The scale of the upper deck map is the same as that of the Starship Bridge Area Map (2 meters per square).
Movement between maps is by way of the air lock hatches marked on the Starship Bridge Area Map. The four hatches
match four of the hatches on the Starship Upper Deck Map (all the hatches on the map except the one marked 'Hatch to Outer Hull') The four hatches on both maps are the same. An individual who opens a hatch on one map can move directly into the corresponding airlock on the other map. Hatches can be opened even if there is already an individual on the hatch square on a different map.
The normal STAR FRONTIERS movement rules are used in the play of both scenarios. The maximum movement rates per game turn are translated into 2 meter squares per turn on the following table:
| Movement in Squares/Turn | Type of Counter |
| 10 15 18 30 | Dralasite, Sathar Human, Yazirian, Zuraqqor, Cybot, heavy duty, service and brain robots Vrusk Quickdeaths, cybodragons, and all other robots |
Although quickdeaths, cybodragons, and some robots do have higher maximum speeds under ideal conditions, this is the maximum safe speed they can use in the corridors or rooms of a starship.
Movement through Hatches and Doors
Only characters and robots can open doors and hatches; Sathar attack monsters cannot move through doors and hatches until a character or robot opens them. Moving through a pressure door, securny door or hatch is a three turn process. The first tum must be spent moving up to the door, a second~full tum is spent opening the door, and on the third turn the character or Sathar attack monster may move one square (only, through the door. Characters can move through doors and hatchea attheir normal movement rate so long as the door or hatch is held open by another character. All pressure doora open oumrd into the corridors, not inward into the airlocks. All doors and hatches are selfclosing, but can be held open by any character capable of opening the door. All normal doors open automatically when any character in an adjacent square pushes a vvall button to open the door. All doors and hatches can be locked from the inside tn either the open or ahut position. These locks can be shot open; each lock has 30 structural points.
Any character immediately behind a hatch or doorway is considered to have soft cover.
Distributed to the book trade in the United States by Random
House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the
toy and hobby trade by regional distributors. Distributed in the United Kingdom
by TSR Hobbies (UK) Ltd.
This screen and module are protected under the copyright laws of the United
States of America. Any reproduction or other use of the material or artwork
contained herein is prohibited without the express written permission of TSR
Hobbies, Inc.
| PRINTED IN USA
ISBN 0-88038-014-4 |
© 1983 TSR Hobbies, Inc., All
Rights Reserved
STAR FRONTIERS is a trademark owned by TSR Hobbies, Inc. |
6801 |
Combat and Movement
The same combat and movement rules found in CRASH ON VOLTURNUS apply. These
include: one counter per square unless in melee; movement through a square
occupied by a counter only with the consent of that counter; use of soft and
hard cover. Warbots and cybodragons can be used as hard cover. Robots can be
used as soft cover.
SPECIAL AREAS AND FUNCTIONS
Certain special areas on the starship have particular functions that can
affect game play. These are detailed below:
Bridge
The Bridge is divided into two sections on the Starship Bridge Area Map. The
Bridge section on the top half of the map contains the controls and overrides
for the ship's intercom, radio communications, and life support systems. Any
reprogramming or interference with the life support system also requires control
of the ship's computers.
The lower Bridge section controls the ship's navigation and the ship's power
plants. Any attempt to shut down the power plant requires control of the ship's
computers.
Computer Rooms
This ship's computers contain the following programs:
Important Note: The computers also contain Astrogation and Drive
programs sufficient to take the Omicron to its destination. For the
purposes of this module, characters will not be able to change the ship's course
by using Computer skill. Piloting a starship requires additional skills not
available to the characters in this module.
Either computer room is capable of handling all the functions of the ship's
computer. If the Sathar forces and the defending forces each control a Computer
Room. each side adds up the levels of all characters with Computer or Technician
skill in their respective Computer Rooms. The side with the higher sum of
Computer and Technician skills controls the computer system.
To successfully reprogram the ship's computer, the side in control of the
computer must also control the ship's systems overrides. The overrides are
normally controlled from the Bridge, bot can also be controlled from Auxiliary
Control.
Weapons Locker
The weapons locker contains the following weapons:
The locker also contains 10 space suits. These suits will allow characters to
survive for five hours in areas where life support has been cut off. If a
character wearing a space suit suffers more than 25 points of combat damage in a
single turn, the suit is ruptured and will not protect the character from damage
due to lack of life support.
Auxiliary Control
This area can be used to control all systems and functions normally
controlled by both halves of the Bridge. If Auxiliary Control is held byoneside,
and a Bridge area is held by the other side, the functions of the ship will be
controlled by the side with the greater total of Computer and Technician skills
in the area. In case of ties, the side holding the Bridge is in control.
Emergency Life Support
The side controlling this area can use the overrides and controls to restore
life support to any area where it has been deactivated. The controls in this
section automatically override the Bridge and Auxiliary Control sections and
will function even if the computer system is totally shut down. These controls
must be operated by a character with Technician skill. These controls in this
area cannot be used to deactiviate life support in any part of the ship.
Emergency Power Plant
The controls and power plant herecan restore power to anypan of the ship,
including the computers. The controls automatically override the Bridge and
Auxiliary Control sections and must be operated by a Technician. These controls
cannot be used to cut power to the computers or to any area of the ship.
Intercoms
Intercoms are located adjacent to every door and hatch on the ship. The
system allows contact to any part of the ship. Each intercom can be turned off
by a switch on the unit.
DEACTIVATING LIFE SUPPORT FUNCTIONS: If one side controls one of the Computer
Rooms and either the upper Bridge or Auxiliary Control, life suppon can be cut
off to selected areas of the starship. To do this, the character in the Computer
Room must use Operate Computer, Bypass or Defeat Security, and Manipulate
Programs subskills to deactivate life support. The computer operator can cut off
life suppon in all parts of the ship in one turn. He can, of course, maintain
life support in any areas he chooses. The restoration of life support requires
the same subskills as deactivation. Once the computer is reprogrammed. Iife
support can be restored as quickly and selectively as it can be cut off. Control
of the Bridge is necessary to prevent override of any tampering with life
support.
After life support systems are shut down, characters not in space suits will
suffer 1-10 points of damage per turn, beginning on the 11th turn after the life
support is shut off. Characters can avoid this damage by donning spacesuits, or
by getting to an area where life support is still operating. Note that opening a
hatch or doorway from an area without life support to an area with life support
will cause the unsupported area to become safe. However, this "chain" of
life-supported areas can be only one area long. For example, the Bridge could
draw direct life support from the corridor outside, but not from the Computer
Room across the corridor.
DEACTIVATING POWER AND COMPUTERS: If one side controls one of the Computer
Rooms and either the lower Bridge or Auxiliary Control, lights can be turned off
in any part of the ship. or power can be cut off to either or both Computer
Rooms. To do this, the computer must be reprogrammed using Operate Computer,
Bypass or Defeat Security, and Manipulate Programs subskills. Power can then be
turned off in any part of the ship, and a computer room can be shut down. Lights
and power can be restored by reprogramming a functioning computer.
Characters and Sathar attack monsters without infra-red goggles must move at
half speed in darkened areas and have a -20 modifier to hit in ranged or melee
combat. All robots in this module have built-in infra-red sensors and are
unaffected by darkness.
Analysis, Level 6
Communication, Level
1
Computer Security, Level 4Information Storage, Level 6
Language,
Level 3
Life Support, Level 1
10 laser rifles with one powerclip each
10 laser pistols with one
powerclip each
2 machine guns with one ammo belt each
1 sonic devastator
with one powerpack
5 doze grenades
5 tangier grenades
5 fragmentation
grenades
4 charges of Tornadium D19 (50 gms, ea)
2 electrostunners with
one powerclip each
2 needler pistols, loaded with 10 shots each
Warning: The starship's life support system will be shut down if power is cut off to both computer Rooms.
SETTING UP THE SCENARIO
The player characters are set up in the following areas. It is up to the
players to decide which player character will be where.
One player character in:
The player characters' counters may be in any square in the indicated area.
Each character carries the following: one chosen weapon from the weapons
locker, a sonic sword with a 20 SEU clip, two 50 SEU power beltpacks, a military
skeinquit, and the screens listed in the character list.
The ahip's robots are set up as follows:
The robots in this scenario have the same statistics, weapons, and normal
programming as the robots in the following Rogue Robots scenario.
The Sathar forces begin the scenario inside the airlock of their own ship,
which is linked to the Omicron airlock containing the hatch to the outer
hull.
USING ROBOTS
Once alerted, combat robots will move and attack independently, using Search
and Destroy programs. They do not need direction from player characters.
Service, maintenance, and security robots must be given specific orders and will
move independently only until those orders are carried out. They will then stand
still, unless previously instructed to return to a location for new orders.
Players should use common sense on this point. The intention is that robots
would not act in the way intelligent characters would act. Robots are limited to
following their programming or to following specific orders from characters.
BEGINNING PLAY
At the beginning of the first turn, the ship's computer warns the player
character in the computer room that the outer hull hatch has just been opened. A
maximum of nine Sathar or Sathar allies may enter the airlock through the hatch
on the first turn. On the first turn, defending characters and robots cannot
move; they are being alerted to the situation by the character in the Computer
Room. Afterwards, they may move normally.
ENDING THE SCENARIO
Play continues until the player characters are all dead, or until the Sathar
forces have been driven off the ship. The Sathar will flee the ship whenever six
Sathar (not Zuraqqor or Sathar attack monsters) have been killed. The Sathar
will leave as they entered, through the hatch to the outer hull. Victorious
player characters will not be able to take the Sathar ship. The Sathar will
destroy their own ship, if necessary, to prevent capture.
1. Each section of the Bridge
2. Either Computer Room
3. Wither
Engine Room
4. Any passenger class cabin
5. Medical Lab
6. Robot
Storage
7. Auxiliary Control
SETTING UP THE SCENARIO
The character side starts the game in control of the eight player characters.
The Zuraqqor side has already reprogrammed the robots when the scenario begins.
These include three service robots, four security robots, four maintenance
robots and four combat robots.
The Zuraqqor side first sets up all the robots. Some robots start in specific
locations. The remainder of the robots are set up at random. Once the robots
have all been set up, the rogue robot player marks down (secretly) which robot
is actually the rogue. Finally, the player characters can set up anywhere they
wish on the two maps. Each player character is armed with one weapon chosen from
the weapons locker, as well as the other weapons listed in the Sathar Attack
scenario.
Robots with specific set up areas are:
Security Robot A on the hatch to the outer hull
CONTROLLING ROBOTS
The two human player characters are robotic experts. They can deactivate any
robot except the rogue robot. The rogue robot can reactivate robots. The rogue
itself cannot be deactivated nor can its mission or functions be changed. It
must be destroyed.
There is a chance for each robot that the rogue robot's reprogramming of the
robot's mission did not succeed. The alteration will appear to have succeeded
until the robot ends a move adjacent to a PC or attempts to attack a defending
PC or robot. At that time, the Zuraqqor player rolls the dice to see if the
robot's mission has been successfully altered. The ALTERED MISSION TABLE gives
the chance of successful alteration.
If the Zuraqqor player rolls the number listed or lower, the robot la
controlled by the Zuraqqor player for the game. If the roll istireaterthan the
number listed, the robot's controlled by the PC side for the game. If the
Zuraqqor player controls fewer than five robots after all robots have been
rolled for, the Zuraqqor player Immedlately rolls again until five robots are
under Zuraqqor control. The Zuraqqor player chooses which robots to roll for,
and can only make one roll per robot.
A Zuraqqor-controlled robot will continue to obey orders. A PC-controlled
robot will abort any attack ordered against the PC and will obey orders issued
by the PC. To indicate a PC controlled robot, stack tho robot counter on top of
some unused counter. Robots not stacked are under the control of the Zuraqqor.
To indicate a deactivated robot, turn the robot counter over. Remember to keep
PC robots stacked with a spare counter, even when both counters are stacked
together upside down to indicate a deactivated PC robot.
BEGINNING PLAY
On the first turn, the player characters cannot move (the Zuraqqor have
surprised them). Afterwards, both sides move normally.
ENDING THE SCENARIO
The character side wins if it destroys the rogue robot. The Zuraqqor side
wins if it captures and holds both Bridge areas, both Computer areas and
Auxiliary Control for ten consecutive turns. The five sections must be held
simultaneously. To hold a section, the Zuraqqor side must be alone in the
section. A tie results if neither side is able to fulfill its victory
conditions. For example, if all the PCs are eliminated, but only three
Zuraqqorcontrolled robots remain, it would be impossible for the Zuraqqor side
to hold five sections of the ship at the same time.
The following section is a special option which may be used with the Sathar
Attack scenario. When the Omicron was decontaminated, a small sample of
the disease spores found on board was cultured and stored in the Medical Lab.
This sample is to be used for further study of the disease when the ship reaches
a starport. Also in the lab are 10 doses of the only drug which can cure the
disease.
If there is combat in the Medical Lab, there is an 80% chance that the vial
containing the disease spores will be broken, releasing the spores. After three
turns, the Medical Lab will be contaminated. After that, if the door to the Lab
is opened, the spores will spread through the ship, at the rate of one area per
turn. If the spores are in an area adjacent to a closed door, and the door
leading into the contaminated area is opened the spores will immediately go
through the doorway into the new area. The spores will spread to the lower deck
only if a hatch is opened in a contaminated airlock.
The disease effects all characters of all races in any contaminated area at
the end of the first turn of contamination, unless the characters are wearing
intact space sults. The effects of the disease are as follows:
SATHAR: Movement reduced to 0; All "to hit" scores halved; Death in 10 turns.
ZURAQQOR: Death in 5 turns.
HUMAN: Mowment halved; -20 on all "to hit" scores; Death in 15 turns.
DRALASITE: Movement and "to hit" scores reduced to 0; Death in 8 turns.
VRUSK: Death in 8 turns.
YAZIRIAN: Insanity --- character will randomly attack any character in sight;
Death in 15 turns.
Any character suffering from the disease will be cured immediately when
injected with the drug. The PC Medic can diagnose the disease with 100%
accuracy; Sathar and Zuraqqor medics have the normal chance of diagnosis.
Security Robot B in one of
the two Bridge sections (roll for which specific section, 1-5=upper,
6-10=lower)
Maintenance Robot A in Auxiliary Control
Maintenance Robot B
in one of the two Engine Room sections (1-5=upper, 6-10=lower)
Service Robot
A in one of the two officer's quarters (1-5=upper, 6-10=iower quarters)
Die Roll
Location
1
2
3
4
5
6-10
Repair Shop
Medical Lab
Corridor
between passenger
class sections
Emergency Life Support
Emergency
Power Room
Robot Storage
Maintenance
Robot
70%Combat
Robot
40%Security
Robot
60%Service
Robot
50%
DESIGNERS: Mark Acres with Tom Moldvay
EDITOR: Edward G. Sollers
The following eight pre-rolled characters are provided for use in play of this mini-module.
| STR=Strength STA=Stamina DEX=Dexterity |
RS=Reaction
Speed INT=Intuition LOG=Logic |
PER=Personality LDR=Leadership IM=Initiative Modifier |
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The Sathar side in this scenario consists of 10 Sathar, 8 Zuraqqor, two
quickdeaths and one cybodragon. Each of these characters or Sathar attack
monsters should be represented on the playing map by an appropriate counter from
the STAR FRONTIERS boxed set. The counters marked "Alien" are used to represent
the Zuraqqor.
In order to ease the referee's job, the statistics for each type of character
or Sathar attack monster are identical, with the exceptions noted below:
SATHAR
SKILLS: Beam Weapons, Level 2 ZURAQQOR
CYBODRAGON (MV Fast; IM/RS 8/75; STA 500; ATT 80; DM 10-100 melee, 10-100
laser, 3-30 flame; SA eyes fire as laser rifles at 10 SEU, eyes have five shots
each, flamethrower has 10 charges --- range 10/20/30/40/50; SD None)
QUICKDEATH (MV Very Fast; IM/RS 8/75; STA 180; STA 180; ATT 70; DM 6-60 bite
and claws; SA Poisonous tail dart, ATT 60, DM S10/T3 and 1-10, Range
10/20/30/40/50; Tentacles and maw, DM 10 points per turn damage; SD Immune to
needler weapons, half damage from laser or projectile weapons)
These entries give the mission and normal programming of all the
Omicron's robots, as well as their mission once reprogrammed by the
Zuraqqor. Each robot of the same type has identical characteristics. The
appropriate counters from the STAR FRONTIERS boxed set are used to represent the
robots on the game map.
Note: AII robots on the ship carry Attack/Defense as part of their
normal programming.
SERVICE ROBOTS (3): MV 30m; IM/RS 7/70; STA 100; ATT 70; DM 220 melee; SA
None; SD None. Normal mission and functions, running navigation devices on the
Bridge, no weapons; rogue programming is to attack all non-robots, uses Search
and Destroy program.
MAINTENANCE ROBOTS (4): MV 60m; IM/RS 5/50; STA 100; ATT 50; DM 2-20 melee,
4-40 laser; SA laser pistol if Zuraqqor-controlled; SD None. Normal mission and
functions are routine maintenance, no weapon; rogue programming is to seize
laser pistols from the weapons locker and attack all non-robots, uses Search and
Destroy program; weapon is laser pistol once locker is seized.
SECURITY ROBOTS (4): MV 60m; IM/RS 7/70; STA 100; ATT 70; DM 2-20 melee, 4-40
laser; SA laser rifle; SD None. Normal mission is to restrain any person not
wearing crew insignia; rogue programming is to seize laser rifles from weapons
locker and attack all nonrobots, uses Search and Destroy program; weapons are
laser rifles once seized.
COMBAT ROBOTS (4): MV 60m; IM/RS 9/90; STA 100; ATT90; DM 2-20 melee, 4-40
laser, 2-20 vibro knife; SA laser rifle, vibro knife. Normal mission is to
destroy intruders, uses Search and Destroy program; rogue programming is to
destroy all non-robots. Each has a 100 SEU power backpack and an albedo screen.
PHYSICAL DATA
DEFENSES
STR/STA
DEX/RS
INT/LOG
PER/LDR
IM45/45
40/40
45/45
45/65
4
Military Skeinsuit
Albedo
Screen
WEAPONS:
Laser Rifie with 20 SEU clip
1
Fragmentation Grenade
ENERGY: 50 SEU power beltpack
BASE CHANCE "TO HIT": Laser Rifle,
40%; Grenade 20%
SPECIAL: Sathar "A" has Computer Skill, Level 5.
Sathar "B" has Technical Skill, Level 3. Sathar "C" and "D" each have one
smoke grenade in addition to all other equipment. Sathar "F" has Medical
Skill, Level 5 and a medkit with stimdose.
PHYSICAL DATA
DEFENSES
STR/STA
DEX/RS
INT/LOG
PER/LDR
IM30/30
60/60
35/35
30/30
6
Military
Skeinsuit
WEAPONS:
Automatic Rifle, 20
rounds plus one
reload
SKILLS: Projectile Weapons, Level
2
BASE CHANCE "TO HIT": Automatic Ritle, 50%
SPECIAL: Zuraqqor "A"
has Technical Skill, Level 5. Zuraqqor "B" has Computer Skill, Level 4.
Zuraqqor "F" has Medical Skill, Level 5, and a medkit with
stimdose.
ROGUE ROBOTS SCENARIO
THE ZURAQQOR PHYSICAL APPEARANCE
The Zuraqqor are a race of intelligent, bipedal insects. They have large
buglike eyes, two antennae, and small wings. The ''Alien'' counters from the
STAR FRONTIERS game are used to represent the Zuraqqor.
CULTURE
Zuraqqor live in vast communal buildings called Hives. Each Hive houses
100,000 or more. Zuraqqor planets are divided into Hive Districts, each
controlling several Hives.
Zuraqqor society is divided into five classes, called orders: worker,
warrior, technician, king, queen. The class of each Zuraqqor is determined at
birth. The five orders have sliqhtly different physical structure that
distinguish them from one another. Individual Zuraqqor do not have much
personality; they act as members of their class.
About 75% of all Zuraqqor are workers. Workers do the basic labor of Zuraqqor
society. The task could be simple, such as on an assembly line, or complex, such
as a merchant banker. Workers might use machines as part of their jobs. However,
they will never repair, direct, or command machines or robots. Such work is the
prerogative of the technician class. Workers are sexless creatures with a
heavier bulid than the other orders.
Warriors are the fighters of Zuraqqor society. They are sexless and make up
about 10% of the Zuraqqor population. They are heavier and stronger than all
orders except workers. Warriors are more agile than other orders, and are the
only ones normally allowed to bear weapons (other Zuraqqor can bear arms if the
threat of death is immediate). Zuraqqor warriors repair and maintain their
personal weapons, but the heavier weapons and equipment are maintained by a few
technicians attached to the squad.
Technicians have a monopoly on science and technology in Zuraqqor society.
They have larger brains than warriors or workers, but are not as strong as
either. Technicians have gender, but they are sterile. Technicians make up about
10% of Zuraqqor society. Over the years, technicians became more important as
technology became more complex. Technicians now enjoy privileges that workers
and warriors do not have. Technicians have a decisive role in society and try to
limit kings and queens to figurehead status. Rival groups of technicians often
stage palace revolutions to put their own candidates on the thrones.
Queens are the leaders of the worker order (although their power, like that
of the Kings, is now limited by the powerful technician order). Each Hive
contains one Queen. The Hive Queens elect one District Queen yearly and the
District Queens elect a Planet Queen every ten years. Aside from their
leadership duties, the queens mate with kings to produce each generation of
Zuraqqor. The queens bear thousands of young several times per year. Zuraqqor
young are born in a primitive embryo stage then mature in the Hive hatcheries.
Kings lead the Zuraqqor warriors, just as queens lead the workers. There is
one King in each Hive. Kings have an organization similar to that of the queens
(Hive King, District King, and Planetary King).
PLAYER CHARACTER BRIEFING ON ZURAQQOR
Zuraqqor are cunning and dangerous. Any encouter with them should be reported
immediately. If escape is impossible, citizens should attack immediately,
attempting to capture a live Zuraqqor for study if possible. When Zuraqqor are
encountered with Sathar, citizens should either attempt to escape or attack to
kill, as the Zuraqqor are known to be allies of the Sathar.
DESCRIPTION: A cybodragon is a huge lizard that has been made into a Sathar
attack monster. Many parts of its body have been replaced by machinery. Its eyes
have been replaced by two laser rifles set on 10 SEU. A flamethrower is
installed in its mouth. The cybodragon also has metal tentacles as melee
weapons. Electronic sensors serve the same function as eyes.
A cybodragon has four attacks per turn. The laser eyes can attack two
different targets if desired. The cybodragon can also use its flamethrower and
its tentacles in the same turn. However, in melee combat the ranged weapons can
be used only against the cybodragon's melee opponents. The flame-
thrower has 10 charges, each causing 3d10 points of damage. The range of the
flamethrower, in meters, is: 10/20/30/40/50. In melee, the cybodragon uses its
claws, bite, and various metal tentacles to cause 10-100 points of damage per
hit.
Cybodragons are Sathar creations. The malignant aliens use them to guard
installations and to provide support in battle.
TYPE:
NUMBER:
MOVE:
IM/RS:
STAMINA:
ATTACK:
DAMAGE:
SPECIAL
ATTACK:
SPECIAL DEFENSE:
NATIVE WORLD:Giant Cybernetic
Omnivore
1-2
Fast
8/75
500
80
10-100 bite, claws,
metal tentacles
10-100 laser eye, 10-100 laser eye, 3-30
flamethrower
None
All terrains except mountains and dense
forests
