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
4Military Skeinsuit
Albedo Screen
WEAPONS:
Laser Rifie with 20 SEU clip
1 Fragmentation GrenadeENERGY: 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
6Military Skeinsuit
WEAPONS:
Automatic Rifle, 20
rounds plus one reloadSKILLS: 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