Zee Forces
The
typical Zee trooper was not so much of a “born warrior culture,” as they were a
poorly-trained mob of giant thugs. The
full-sized Zee soldier coming out of the clone vat could expect to live 10
years the most at giant size before their bodies would break down. This doesn’t include actual combat, of
course. Warriors were trained via
hypnotic suggestion only in the minimal use of their powerful, but shoddy,
equipment and a smattering of elementary battle tactics before being deployed
in the field. They were given no
knowledge of how to repair their craft, much less how to design and build new
craft. Damaged equipment was simply
replaced with new from an automated factory.
Their
aggression came from being essentially being a child in an adult body. Strong discipline from the officer class would
keep the troops in line (assuming the officer wasn’t just as bad). The officers were cloned in a separate
process with an increased mental capacity and advanced hypno-training in
tactics. The best ones (the ones that
weren’t killed quickly and showed complete loyalty to the Overlords) were given
treatments that would prolong their lives, allowing for acquired experience to
make them better commanders.
The
Overlords made a force of female Zee, mostly as an experiment, before settling
on a mostly male force. (The men were
bigger, stronger, and easier to control.)
The females were kept as a reserve force, but the Overlords forbade the
two sexes from intermingling. While the
troops were completely immature on this subject (even the officers, regardless
of age), they were completely physically developed. If put together, they’d figure it out pretty
quickly on their own, and then they’d all be uncontrollable.
The
Overlords didn’t want to totally suppress their unformed libidos, because it
would make them too docile. A little
pent up sexual desire (in spite of them not understanding it) made the Zee more
aggressive. The Overlords’ emotionless
society had virtually bred out their own sexual desires into courtly
arrangements. They didn’t understand
passion and love themselves, so how could they defend their troops or
themselves against it? This turned out
to be a lethal blindspot in the war.
The
Overlords viewed their Zee as being completely disposable. Their only function was to expand their
empire and defend it against the Hive and any other foes. Confident of their conditioning, the
Overlords simply let the Zee take care of all business of war. They issued occasional commands (like “Go
find the Proto-loom on Qor’s lost ship.”), but the Overlords knew that keeping
themselves distant and mysterious would make their Zee fear and respect them
more. Zee senior leadership may have
intellectually known that they were the real power in the empire and could
seize it at any time, but their conditioning (and need for continuing
life-extending treatments) was too strong to overcome as long as they only knew
war and conquest. When they were shown a
different culture, one with emotions and love, that situation changed.
The
Overlords controlled the cloning at their own facility. Zee were created human-sized and kept in
stasis. They were transported en mass as
reinforcements, probably to the Zee Command Center. They’d be kept small and in stasis until
deployed for combat, when they were put in the Proto-Chamber and sized into 60’
tall giants. Small Zee capital ships
would have couple of chambers. Large
troop carriers would have banks of them.
Push button automation ran the operation.
Zee Soldier
The
typical troops were mass-produced clones a few select series. There was little physical variance between
them. You might have an odd one with a
couple more or less MHP or slightly better or worse stats, but none of them
would have a +3 or +4 (or -3 or -4) in any stat. Far out-of-variance clones were immediately
destroyed at the crèche facility. What
was different is the amount of combat experience they had, which was reflected
in their combat capabilities.
Troopers
were usually shipboard personnel and foot soldiers and may be levels 1 to
4. Mecka pilots were produced in a
separate series. Attack Pod pilots start
at level 2. Flight Pod pilots start at
level 3. Typical low-level officers were
level 5. Sixth level officers were
high-level commanders. Male and female
troops were basically the same, except at the officer level.
Zee
Soldiers
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
1st
|
+1
|
+2
|
+0
|
+0
|
2nd
|
+2
|
+3
|
+0
|
+0
|
3rd
|
+3
|
+3
|
+1
|
+1
|
4th
|
+4
|
+4
|
+1
|
+1
|
5th
|
+5
|
+4
|
+1
|
+1
|
6th
|
+6
|
+5
|
+2
|
+2
|
Typical Soldier (Levels 1 to 4) +2
Str, Con
Typical Attack Pod
Pilot
(Levels 2 to 4) +2 Str, Con, +1 Dex
Typical Flight Pod
Pilot
(Levels 3 and 4) +2 Str, Con, Dex
Typical Male Officer (Level 5) +3 Str,
+3 Con, +2 Dex, Int, +1 Wis, Cha
Typical Female Officer (Level 5) +3 Dex,
+2 Str, Con, Wis, Cha, +1 Int
(Level
6 Officers were custom-made with advanced stats)
First/Fourth Level
Troopers
Giant Zee MHP: 10 (no Con bonus
for MHP, basically all non-officer Zee will have 10 MHP)
Giant Zee Armor Class:
Unarmored:
11 (Base 10 +1 ½ level)/12 (Base 10 +2 ½ level)
Armored:
12 (Base 10 +1 ½ level +1 Armor)/13 (Base 10 +2 ½ level +1 Armor)
Speed: M run
Melee to hit: +3 (+1 level, +2
Str)/+6 (+4 level, +2 Str)
Ranged to hit: +1 (+1 level)/+4
(+4 level)
Saves: Fort +4, Ref 0,
Will 0/Fort +6, Ref +1, Will +1
Special (optional
rule):
When confronted with a sexual situation, even of the mildest sort, the Zee will
be stunned for 1 rd unless they make a DC 18 Will Sv. Those failing will have to make a DC 12 Will
Sv next rd or they panic and will be unable to fight for 1 turn. If they succeed at the first SV, they negate
the effect entirely and are immune to displays in the future.
HTH Trained M1d2+2 Str
(Knockout personal combat rules do apply to giant Zee)
Club M1d4+2 Str
Blaster Rifle M1d6, S, 10 shots
before needing recharge
Zee Officer
Officers
were genetically crafted in at the Overlord’s main crèche facility. Different officer series had different
specialized functions in the Zee fleet and army. There could be quite a bit a variation
between series. There were also
individually crafted officers for high-level functions, such as fleet
commanders and experimental projects.
The Overlords were skeptical of producing too many enhanced Zee officers
lest they develop free will and turn on their masters. Such special Zee were created with some sort
of crippling flaw in their physique or psyche that could be quickly exploited
to remove them from command.
The
example here is a typical fifth-level field combat officer, a ship captain, or
an ace pilot. Fleet commanders (sixth
level) were individually engineered for their roles and would have better
stats, but also may have some worse stats or some psychological issues. Officers with a +4 in any stat, likely have a
-3 in another stat or a functional psychological illness to give them a weakness. There was only one Supreme Commander Zee, a
truly monstrous creature of vast intellect and enormous size. (30 MHP.
He required a special environment to live in and couldn’t even move
outside his own command fortress. He was
also personally defended by several telekinetically controlled beam
cannons.)
Fifth Level Male/Female
Officers
Giant Zee Officer HP: 15 (no Con bonus for MHP, basically all
officer Zee will have 15 MHP)
Giant Zee Officer
Armor Class:
Male
Unarmored: 15 (Base 10 +2 Dex Bonus +3 ½ level)
Female
Unarmored: 16 (Base 10 +3 Dex Bonus +3 ½ level)
Male
Armored: 16 (Base 10 +2 Dex Bonus +3 ½ level +1 armor)
Female
Armored: 17 (Base 10 +3 Dex Bonus +3 ½ level +1 armor)
Speed: M run
Ranged to hit: +7 (+5 level, +2
Dex)/+8 (+5 level, +3 Dex)
Melee to hit: +8 (+5 level, +3
Str)/+7 (+5 level, +2 Str)
Saves: Fort +6, Ref +3,
Will +3/ Fort +6, Ref +4, Will +2
Special: May have 1d2+3 FP,
if an important NPC
Special (optional
rule):
When confronted with a sexual situation, even of the mildest sort, the Zee will
be stunned for 1 rd unless they make a DC 18 Will Sv. Those failing will have to make a DC 12 Will
Sv next rd or they panic and will be unable to fight for 1 turn. If they succeed at the first SV, they negate
the effect entirely and are immune to displays in the future.
HTH Trained M1d2+3 Str/+2 Str
(Knockout personal combat rules do apply to giant Zee)
Club M1d4+3 Str/+2 Str
Blaster Pistol M1d4, S, 5 shots
before needing recharge (the pistol is usually just used to “motivate” or
“discipline” their own troops rather than shooting at the enemy)
Blaster Rifle M1d6, S, 10 shots
before needing recharge
Micro Zee Terrorist
After
the war, many Zee went micro (human-sized) to try and fit into human
society. Going micro also probably
doubled their lifespan to 20 years.
Unfortunately, many changed their minds about living a more peaceful
life and joined a rebellion group. Such
groups may not have access to a sizing chamber to return to giant size. Some individuals may have stayed micro to act
as spies and saboteurs. The examples are
a standard terrorist (first level) and a cell leader (fourth level). Officer Zee will typically not be micro-sized
(unless really motivated by some
strange force like love?).
First/Fourth Level
Zee Terrorist
Micro Zee HP: 16 (d12, +2
Con)/38 (d12, +2 Con)
Micro Zee Armor
Class:
11 (Base 10 +1 ½ level)/12 (Base 10 +2 ½ level)
Melee to hit: +3 (+1 level, +2 Str)/+6
(+4 level, +2 Str)
Ranged to hit: +1 (+1 level)/+4
(+4 level)
Saves: Fort +4, Ref 0,
Will 0/Fort +6, Ref +1, Will +1
Special (optional
rule):
When confronted with a sexual situation, even of the mildest sort, the Zee will
be stunned for 1 rd unless they make a DC 18 Will Sv. Those failing will have to make a DC 12 Will
Sv next rd or they panic and will be unable to fight for 1 turn. If they succeed at the first SV, they negate
the effect entirely and are immune to displays in the future. If the Micro Zee has been living in human
society or comingled with the opposite sex for a while after the war, they will
be immune to this effect.
Melee:
HTH
Trained 1d2 + Str Bonus, possible KO on 18 and up attack
roll
Shock
Wand
DC 12 Fort Sv or KO 1 turn, 10 charges
Club 1d6+2, possible KO on 18 and up attack roll
Sword 1d10+2
Knife or Rifle
Bayonet
1d6+2, max damage on 18 and up attack
roll
Ranged:
Stun
Gun
DC 12 Fort Sv or KO 1 turn, C, 10 shot clip,
.38
Revolver
2d4, 6 shot, S
Assault
Rifle
30 rd clip, M
2d8
single shot
2d8
x 1d2 burst (DC 12 Ref Sv ½ damage), 3 bullets
2d8
x 1d2 spray (+0 to hit), up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6
bullets
Sawed
Off Shotgun
2d10, spray up to two adjacent (DC 12 Ref Sv 1/2 damage) 2 shells, C
Sniper Rifle 3d6, 12 shots, L
Grenade 4d6, 10’ area (up
to four targets grouped together, each target takes full damage, ½ damage with
a DC 12 Ref Sv), S
Flamethrower 6d6, 10 bursts, S,
will ignite flammables in area, 1d6 continuing damage until extinguished
Rocket Launcher M1d6, L, single use
(cannot be used at S range without taking full damage)
No comments:
Post a Comment