Saturday, February 22, 2025

Generic Bungie Foes for Mothership

 A while ago now, I binged a bunch of old Bungie lets plays
Halo 1-4 (4 was a bad move), Myth 1 & 2, Marathon, Destiny 1 & 2 and Descent into Darkness.
Besides looking at all the hidden references, reused concepts and traces of a connective universe they stopped bothering wiith after a while. I realised that all the scifi games they made used the same pool of enemies.
Now Mothership, the RPG seemed like a perfect place for such an universal set, even if the default setting tended to eschew extraterrestrial intelligence. Ultimately, my work was superseeded by the generic bunch in the back of Unknown Contact Report.

But these guys still can easily sub in for aliens or Human raiders. Comes as 4 enemies + 1 from the higher tier who leads them. 


Smalls: Your Grunts, Psions, Hive Thralls, Drones and Jackals

Page: 1(10) C30 I25 Attacks 1 (1d10)

Squire: 1(15) C40 I40 Attacks 2 (2d10)

Knight: 2(20) C50 I55 Attacks 2 (3d10) AP3


Mediums: Your Fallen, Hive Acolytes and Phor

Page: 1(15) C35 I30 Attacks 1 (2d10)

Squire: 2(20) C45 I45 Attacks 2 (3d10) AP1

Knight: 3(25) C55 I60 Attacks 2 (1 Wound) AP5


Bigs: Your Elites, Brutes, Hive Knight and Cabal

Page: 2(20) C45 I40 Attacks 1 (3d10) AP1

Squire: 3(25) C55 I50 Attacks 2 (1 Wound) AP3

Knight: 4(30) C65 I60 Attacks 2 (1d100) AP7


Heavy: Hunters, Ogres, Hulks

Rooks: 5(20) C50 I40 Attacks 1 Melee (2 Wound) and/or Grenade Launcher (1d5-1 Wounds) AP7


Mystic: S'pht, Hive Wizards

Cleric: 2(10) C30 I50 Attacks 1 (1d10), roll twice on Special Table

Bishop: 3(15) C45 I65 Attacks 2 (3d10), roll twice on Special Table


So, what makes these guys special?

The:

1-3 Leader is replaced with Mystic or Heavy, roll 1d10: Evens Mystic, Odds Heavy

4-6 Common Troops have

7-9 Leaders have

10 Each Individual uniquely has (reroll duplicate results)


2 Smart Rifle

3 Invisible until first attack (cannot be spotted unless an INT Check is passed)

4 1 Frag Grenade

5 +2 AP

6 Sniper Rifle (Combat Shotgun that switches Close and Long Range)

7 Suicidally charge with a primed Frag Grenade or melee weapon when in Short range

8 Melee Damage has [+]

9 Big Hats which give +10 to all stats

10 A Grenade Launcher attachment with 3 Frag Grenades (this is 1 per total squad)

11 Flies now

12 Flamethrower

13 Automatically applies a Stim Pack to ally in Close Range when attacking

14 Rigging Gun

15 Teleports to a location in Close Range

16 Laser Sword, a Laser Cutter with Adjacent Range, cannot be recharged

17 Deploys from unreasonable closed space

18 Deducts 2AP from target before damage

19 Dual wield Revolvers and can attack twice with them if not able already

20 Resurrects with 1 Wound once


And for Mothership 0E

Page: 1(15) C35 I30 Attacks 1 (2d10)

Squire: 2(20) C45 I45 Attacks 2 (3d10) AP1

Knight: 3(25) C55 I60 Attacks 2 (1 Wound) AP5


Smalls: Your Grunts, Psions and Jackals

Page: 1(10) C30 I25 Attacks 1 (1d10)

Squire: 1(15) C40 I40 Attacks 2 (2d10)

Knight: 2(20) C50 I55 Attacks 2 (3d10) AP3


Bigs: Your Elites, Brutes and Cabal

Page: 2(20) C45 I40 Attacks 1 (3d10) AP1

Squire: 3(25) C55 I50 Attacks 2 (1 Wound) AP3

Knight: 4(30) C65 I60 Attacks 2 (1d100) AP7

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