TEXT: 5150: STAR ARMY – ADDING PUKERS AND HOPPERS BUGS 
   
  © 2014 Ed Teixeira – Two Hour Wargames  
  1 
   
  PUKERS & HOPPERS  
  In 5150 Star Army we already have Warrior Bugs. In 
  this short doc we’re introducing two additional types: 
   
  Pukers – Capable of shooting plasma like 
  debris long distances. 
   
  Hoppers – Fast moving Bugs capable of 
  flying over the enemy. 
   
  DEFINING THE BUGS 
  Pukers and Hoppers behave as outlined in 5150 Star 
  Army (page 44) with the following additions. 
  TYPE 
  We’re adding two new ones: 
   
  The Hoppers are fast moving scouts and 
  raiders that locate the enemy. Think of them 
  a low flying Bugs. 
   
  Puker Bugs are used to support the Warriors 
  by spewing plasma like debris on their 
  targets. 
  REPUTATION 
  Pukers and Hoppers are Rep 4. 
  ARMOR 
  Hoppers count as having Hard Body Armor. 
  Pukers count as having Exo- Armor toughness, but 
  nor any of the added benefits. 
  WEAPONS 
  Hoppers rip and shred in melee using jaws and claws. 
  Pukers can launch balls of Plasma an unlimited 
  distance. 
  SPECIAL ATTRIBUTES 
  Hopers have the following Special Attributes.  
  Pukers do not have the Hop Special Attribute and 
  substitute a 2” movement rate. 
   
  TYPE 
  SPECIAL ATTRIBUTE 
  BUGS 
   
   
   
   
   
   
  Infrared Vision - Able to see normal distances 
  in the dark. 
  Hop – Able to hop 24" over intervening 
  terrain and troops.  
  Terror - Will cause Fear in certain enemies. 
  See the Special Attribute Subject to Fear for 
  more information. 
    
  GROUPS 
  Hoppers follow the same group rules as Warrior 
  Bugs. 
  Pukers are always in single figure groups and do not 
  join Warrior or Hopper groups. 
   
  SHOOTING & LOS 
  Puker Bugs are the only Bugs that can shoot. Here’s 
  how we do it: 
   
  Puker Bugs do not need a direct LOS (SA 
  page 22) to the target. If any Bug has a LOS 
  to a target the Puker can fire on that target. 
   
  Puker Bugs can fire in any direction up to 
  360 degrees and out to an unlimited range.  
  RESOLVING FIRE 
  Puker shooting is handled in the following way: 
   
  Puker Bugs can fire over friendly 
  intervening Bugs as their plasma arcs over 
  the battlefield.  
   
  Puker Bugs will always fire at the closest 
  target. 
   
  Puker Bugs use the appropriate Ranged 
  Combat Target Table. 
  PUKER  
  RANGE 
  TARGET 
  SB 
  HB 
  EXO 
  BTA 
  Unlimited 
  5” circle 
  4 
  3 
  5 
  4 
   
  
  5150: STAR ARMY – ADDING PUKERS AND HOPPERS BUGS 
   
  © 2014 Ed Teixeira – Two Hour Wargames  
  2 
   
  REACTION 
  3           BUG REACTION TESTS 
  (Taken versus Rep) 
  CIRCUMSTANCE 
  MODIFIER 
  Half strength or less 
  -1d6 
   
   
   
   
   
   
  REASON 
  PASS 2D6 
  PASS 1D6 
  PASS 0D6 
  IN SIGHT  
  Hoppers: 
   
  Move 12" directly 
  towards nearest enemy 
  and into melee if 
  possible. 
  Pukers: 
   
  Fire. 
  Hoppers: 
   
  Move 12" directly 
  towards nearest enemy 
  and into melee if 
  possible. 
  Pukers: 
   
  Fire. 
  All: 
   
  Halt. 
  RECEIVED 
  FIRE  
  Hopper: 
   
  Move 12" directly 
  towards nearest enemy 
  and into melee if 
  possible. 
  Puker: 
   
  Fire 
  Hopper: 
   
  Halt. 
  Puker: 
   
  Fire 
  All: 
   
  Cohesion Test. 
  COHESION 
  TEST   
  TAKEN BY 
  UNIT 
  All: 
   
  Carry On.   
  If under half-strength: 
   
  Leave the battlefield. 
  Otherwise: 
   
  Carry On but 1 in 3 
  figures (minimum of 1) 
  will leave the 
  battlefield. 
  All: 
   
  Leave the battlefield. 
  RECOVER 
  FROM 
  KNOCK 
  DOWN 
  Roll 3d6 
  instead of 
  2d6 but 
  only count 2 
  best scores 
  All: 
   
  Stunned and may not 
  act or react until 
  having spent one full 
  turn of activation doing 
  nothing. 
  All: 
   
  Out of the fight.     
  All: 
   
  Obviously Dead. 
   
  
SOURCE: textdata/thevault/Two Hour Wargames/5150/Ground Combat/Pukers and Hoppers.pdf