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Dragon

Vol. VI, No. 1

A new breed of bug

by Ben Crowell

Chitin: I (KITE-un), Metagaming’s MicroGame#2, portrays a battle between two competing hives of giant insects, both of which desperately need food— the year’s harvest as well as the bodies of friends or enemies slain in combat.

The Low Hacker is a suggested new type of unit for Chitin: I, designed to in-troduce guerrilla warfare to the game. Low Hackers are warrior units, midway between Basics and Termagants in their capabilities and Iimitations. In appear-ance, they are distinguishable from Bas-ics only by their hands/claws, which are well-suited for hacking, and by their chameleon-like ability to blend in with their surroundings.

Because of this camouflage ability, unique among the unit types in the game, Low Hackers receive bonuses to their combat strength when on defense. (When a Low Hacker is being attacked, the enemy units spend more time searching for it and keeping track of its whereabouts than actually engaging in combat against it.)

Combat: Low Hackers have a base combat strength of one per unit, up to a maximum of 3 for a 3-unit counter. Each stack containing at least one Low Hacker counter receives a bonus to its combat strength when on defense, the amount depending on what type of terrain the stack is in.

Rivers are not considered when com-puting defense adds. (A hex containing a river that flows through a plain is consi-dered a plain hex, not a river hex.)

Terrain Plains Slope Forest

Forest & Slope

Defense add per stack +1 +2 +3 +4 It is important to remember that these adds are taken not on a per-unit basis, but for each entire stack. A stack of two single-unit Low Hacker counters and a single-unit Gantua counter does not have a defensive rating of 18 in a Forest & Slope hex; it has a rating of 10 (4 for the Gantua, 1 for each of the LH units, and a +4 bonus for the entire stack because of the terrain).

Low Hackers located behind attacking

units (see rule 7.05, Enemy Units in Rear Hexes) will cause the attacker to elimi-nate two units instead of the usual one after combat.

Low Hackers are unaffected by zones of control, except for ZOCs exerted by other LH units. Normal units are forced to take evasive action (spend an extra movement point) when they enter a ZOC, but Low Hackers do this all the time anyway.

Low Hackers can never be disrupted, but may stack with other unit types which can be. This tactic can be risky, though: It is assumed that units which can be disrupted (all other ground war-rior types) are those which are relatively less intelligent, and which therefore may

Make your own counters

The two rows of counters reproduced below can be used to add the Low Hacker to Chitin: I. There are

To make the counter rows into usable playing pie-nine counters provided for each side, three each of ces, first cut out or photocopy the section of this page one-, two- and three-unit strengths. containing the counters. Before separating the indi-vidual counters, glue the entire section to a piece of stiff cardboard or other type of backing material (self-adhesive vinyl floor tile is highly recommended for this purpose). When the backing is securely in place, individual counters can be cut out using scissors or a straight edge and a hobby knife.

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July 1981

be stupid enough to give away a Hacker’s position. There is a 1 in 6 chance per turn that a Low Hacker which stacks with a disruptable unit will lose its defense bo-nus for that turn. This chance of being “given away” should be rolled separately for each disruptable counter in a stack.

Movement: Low Hackers have a move-ment ability unlike that of any other unit in the game. LH counters are allowed two moves of 4 movement points each, one during normal movement and one immediately after the attack phase. This simulates the fact that Low Hackers usu-ally attack lone enemy units by surprise, gaining some extra time to disappear back into the forest (typically) before the body is discovered.

Low Hackers move through rough ter-rain at a cost of 1 movement point per hex entered, just like Low Renders. For stacking, treat Low Hackers as Basics.

Command control: Low Hackers are able to exercise command control just like Basics, but they forfeit one point of their defense add for every stack they control on a certain turn, up to the limit of the original defense add. (For exam-ple, a LH in clear terrain exercising command control over two other stacks still only loses a single point from its combat factor on defense.)

Flying units and Low Hackers: A Low Hacker in a hex adjacent to a unit being attacked by an air unit is not counted as part of the defense, like other units would be. If an air unit attacks a Low Hacker, the LH does not receive its nor-mal defense add for terrain.

Optional rule 1: Air units may fly re-connaissance, being used to expose the presence of Low Hackers but not able to take part in combat in the same turn. This allows the air unit’s allies on the ground to attack a stack containing a Low Hacker without counting the Low Hacker’s usual defense add for terrain. One flying unit is needed for each stack so exposed. The flier, the stack contain-ing the Hacker, and the attackcontain-ing forces must all be in the same megahex.

Optional rule 2: Since most insects lo-cate and distinguish between their friends and enemies by smell, it is as-sumed that Low Hackers are odorless. Because of this odorless characteristic and the generally unpredictable nature of a disrupted unit, it is possible that a disrupted warrior unit will mistake a friendly LH unit for an enemy. All units disrupted by the absence of command control (not by a combat result) which end their movement with a Low Hacker in one of their front hexes will have

50-50 chance of attacking it even if it is an ally. Such an attack against a friendly LH unit is conducted using the attacking unit’s disrupted combat strength, with the Low Hacker’s defense computed as usual, counting defense adds for terrain. The 50-50 chance may be determined for each LH unit, each stack, or for all the units involved at once, as players see fit. Sample scenario: Harvest Chits A, B, and D are placed in hexes 1107, 1615, and 1409, respectively. Side A consists of 20 strength points of Basics and ground warriors (not including Low Hackers) plus 10 units of Low Hackers, placed anywhere in megahexes F, A, and

Dragon

C before play begins. Side B has six Workers plus 48 strength points of ground warriors — no Low Hackers — and Basics, started at the bottom edge of the map. Side A has a maximum of 3 Plunge units, while Side B may have as many as 6.

Side B begins the game by moving its forces onto the map. At the end of every turn taken by Side B except for its first turn, Side A gets 3 victory points until Side B has grabbed all the Harvest Chits and either gotten them off the map or killed off all the opposition. Side A loses 1 victory point per dead unit, but Side B loses 4 victory points for each of its units which are killed.

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The Reaper is the result of several hundred generations of selected breeding from a mutant Phlanx. The resulting creature has a vestigial horn, two sickle-like appendages with which it can attack at close quarters, and a bifurcated tail covered in spikes. The Reaper can use its enormously strong tail to hurl these spikes at its opponents.

The Reaper has the following statistics: CS 3 (disrupted, 2), movement 4. The Reaper must expend 2 MPs to enter river or rough terrain, and one to enter any plain hex.

The Reaper will not stack with any units except for Basics and Workers. After all of its spikes have been expended, it may stack with other Reapers. Each Reaper counter has one dot and represents a single Reaper. Reapers are intelligent enough not to need the command control provided by Basics. Reapers have two volleys of spikes. These volleys may both be used in the same round, but in that case must be used against the same target. Each volley has a CS of 8 (or if the Reaper is disrupted, 4). Players will want to number Reaper counters so that they can keep track of remaining volleys.

Volleys may be fired at a range of up to 4 against enemy ground units. If a Reaper is attacking an adjacent enemy, it may use its regular CS, its volleys, or combine the two. If a Reaper is attacking a non-adjacent enemy, then it will not suffer any adverse combat results unless it is attacking another Reaper also using ranged combat. If the Reaper combines its attack with friendly ground troops, the friendly troops will be affected by any adverse results of the attack. Reapers may use their volleys against Plunges within the same megahex. If the Plunges are split into two groups, the Reaper may only attack one group. If a Reaper uses both volleys against Plunges, it receives one combat add. Plunges receive one combat add each when they attack disrupted Reapers.

For play balance and record-keeping purposes, the number of Reapers should be kept limited. The following are suggested maximum numbers of Reapers for each scenario, in addition to regular forces: Basic or Small - 2, Intermediate - 3, Bitter End - 4, Armageddon - 6.

Optional rule: if a friendly unit is adjacent to a Reaper’s target and between the Reaper and its target, then the Reaper may not attack. If an enemy unit is in such a position, then the ranged CS of the Reaper is halved, but any negative combat result is applied to the intervening unit. If friendly units are also involved in such an attack, they suffer the negative combat results as well. Under this rule, Reapers may not combine attacks with friendly Plunges against enemy Plunges.

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